spellcast-doc-1.5/0040755000175000017500000000000007740606420012253 5ustar jfsjfsspellcast-doc-1.5/debian/0040755000175000017500000000000007740606421013476 5ustar jfsjfsspellcast-doc-1.5/debian/dirs0100644000175000017500000000003407606015432014351 0ustar jfsjfsusr/share/doc/spellcast-doc spellcast-doc-1.5/debian/README.debian0100644000175000017500000000073307606015432015574 0ustar jfsjfsspellcast documentation for Debian --------------------------------- This is some documentation for the spellcast game packaged in Debian so users can make use of the game without having to search for information in the Internet. It includes transcripts of real games, a nice formatted man page and information on the original game (spellcaster) to be played with paper and pencil. Javier Fernndez-Sanguino Pea Wed, 16 Feb 2000 11:07:01 -0800 spellcast-doc-1.5/debian/changelog0100644000175000017500000000227407740606407015356 0ustar jfsjfsspellcast-doc (1.5) unstable; urgency=high * Moved to non-free (see changes in debian/copyright) -- Javier Fernandez-Sanguino Pen~a Tue, 7 Oct 2003 20:59:04 +0200 spellcast-doc (1.4) unstable; urgency=low * Move dependancies to suggests to fix lintian warnings. * Fixed debian/control to remove lintian warnings. * Fixed debian/rules -- Javier Fernandez-Sanguino Pen~a Mon, 20 Jan 2003 22:20:31 +0100 spellcast-doc (1.3) unstable; urgency=low * Fixed section (from 'games' to 'doc') to prevent overrides. -- Javier Fernandez-Sanguino Pen~a Mon, 18 Nov 2002 13:16:17 +0100 spellcast-doc (1.2) unstable; urgency=low * Changed from arch 'any' to 'all' (Closes:#155882) -- Javier Fernandez-Sanguino Pen~a Mon, 18 Nov 2002 12:51:21 +0100 spellcast-doc (1.1) unstable; urgency=low * Updated standards and added Build-Depends * Removed emacs info from changelog -- Javier Fernandez-Sanguino Pen~a Tue, 15 Jan 2002 13:34:21 +0100 spellcast-doc (1.0) unstable; urgency=low * First release -- Javier Fernandez-Sanguino Pen~a Wed, 16 Feb 2000 11:07:01 -0800 spellcast-doc-1.5/debian/control0100644000175000017500000000112207740606415015075 0ustar jfsjfsSource: spellcast-doc Section: non-free/doc Priority: extra Maintainer: Javier Fernandez-Sanguino Pen~a Build-Depends-Indep: debhelper Standards-Version: 3.5.8 Package: spellcast-doc Architecture: all Suggests: spellcast, www-browser Description: Documentation for the multi-player X game of spellcasting. This package provides documentation freely available for the spellcast game, it currently includes the rules of the original spellcaster pencil and paper game, transcripts of games and the manual page edited to include all the icons of the hand-weaving movements. spellcast-doc-1.5/debian/copyright0100644000175000017500000000320007740606367015432 0ustar jfsjfsThis package was debianized by Javier Fernndez-Sanguino Pea Wed, 23 Sep 1998 18:43:26 -0700. It was downloaded from - http://rsazuer.swan.ac.uk/~rsjames/spellcast (transcripts and manual page with symbols) from J.W.Armstrong@swansea.ac.uk - http://www.contrib.andrew.cmu.edu/~gc00/reviews/spellcaster.html. Rules of the original game posted at rec.games.abstract Original Copyright: This documentation is set up freely in the web, however, the original paper-and-pencil version of this game was created by Richard Bartle (76703.3042@compuserve.com). He has expressed (see below) that derivative works may not be sold for profit without his permission. Relevant emails: From: RBartle@aol.com Subject: Re: spellcast To: che@debian.org Date: 06 Oct 1998 02:42:27 -0700 BEN - >The license of a Debian component may not restrict any party from >selling or giving away the software as a component of an aggregate >software distribution containing programs from several different >sources. The license may not require a royalty or other fee for such >sale. I have no problem with this. What I don't want is for some commercial game company to produce a version of my game and not pay me royalties for it. If it's part of a general collection of games, and it's OK by Andrew, then yes, his implementation can go on your distribution disc. >I believe the intention of the license to Spellcast as it is intends to make it free >software Yes, but the intention was that it be TOTALLY free. If people sell it for profit, then it's not totally free; if they charge for it to cover distribution costs, well, OK. spellcast-doc-1.5/debian/docs0100644000175000017500000000001007606015432014332 0ustar jfsjfsREADME spellcast-doc-1.5/debian/rules0100755000175000017500000000204207613064400014543 0ustar jfsjfs#!/usr/bin/make -f # MAde with the aid of dh_make, by Craig Small # Sample debian/rules that uses debhelper. GNU copyright 1997 by Joey Hess. # Some lines taken from debmake, by Cristoph Lameter. # Uncomment this to turn on verbose mode. #export DH_VERBOSE=1 build: build-stamp build-stamp: dh_testdir # Add here commands to compile the package. touch build-stamp clean: dh_testdir dh_testroot rm -f build-stamp # Add here commands to clean up after the build process. #-$(MAKE) clean dh_clean # Build architecture-independent files here. binary-indep: build dh_testdir dh_testroot dh_clean -k dh_installdirs dh_installdocs spellcaster.html spellcast.html dh_installchangelogs dh_compress dh_fixperms dh_installdeb dh_gencontrol dh_md5sums dh_builddeb binary-arch: build # Nothing here... source diff: @echo >&2 'source and diff are obsolete - use dpkg-source -b'; false binary: binary-indep binary-arch .PHONY: build clean binary-indep binary-arch binary spellcast-doc-1.5/spellcast.html/0040755000175000017500000000000007606015444015211 5ustar jfsjfsspellcast-doc-1.5/spellcast.html/sc10.html0100644000175000017500000002625707606015434016655 0ustar jfsjfs Spellcast Transcript 'sc10'

Spellcast Transcript 'sc10'

Spellcast Game Transcript

James strides defiantly into the arena. The referee casts the formal Dispel Magic and Anti-Spell on him....
Fluffy strides defiantly into the arena. The referee casts the formal Dispel Magic and Anti-Spell on him....
Deus strides defiantly into the arena. The referee casts the formal Dispel Magic and Anti-Spell on him....

	Turn 0:
James (15):	
Fluffy (15):	
Deus (15):	


Deus casts Shield (with the left hand) at himself.
Deus says "Haha - James has the clap!"
Deus says "Mary had a little lamb"
Deus says "And a husband called big chuck"
Deus says "One day she left the two alone"

	Turn 1:
James (15):	
Fluffy (15):	
Deus (15):	


Deus says "And chuck gave the lamb a fleecing"
Fluffy says "Oh shut up! :)"
Fluffy says "(Baaa)"

	Turn 2:
James (15):	
Fluffy (15):	
Deus (15):	


Deus says "humbug"
Deus casts Confusion (with the right hand) up into the air.
Fluffy casts Protection From Evil (with the right hand) at himself.
A white circle of Protection from Evil springs up around Fluffy.
Fluffy says "ery"

	Turn 3:
James (15):	
Fluffy (15):	
Deus (15):	


James casts Resist Heat (with the right hand) at himself.
James casts Counter-Spell (with the left hand) at Fluffy.
A Counter-Spell flares around Fluffy.
The Resist Heat shrouds James in a cool blue veil.
Fluffy's circle of Protection from Evil is beginning to fade.

	Turn 4:
James (15):	
Fluffy (15):	
Deus (15):	


Deus casts Lightning Bolt (with both hands) at James.
Fluffy casts Cause Heavy Wounds (with the right hand) at James.
Fluffy casts Lightning Bolt (with the left hand) at Deus.
James casts Shield (with the left hand) at himself.
Fluffy's circle of Protection from Evil is dimmer now.
The Cause Heavy Wounds spell tears into James.
The Lightning Bolt staggers James.
The Lightning Bolt staggers Deus.

	Turn 5:
James (7):	
Fluffy (15):	
Deus (10):	


Fluffy casts Shield (with the left hand) at himself.
Fluffy's circle of Protection from Evil is nearly gone.

	Turn 6:
James (7):	
Fluffy (15):	
Deus (10):	


Fluffy casts Confusion (with the right hand) at James.
Fluffy casts Amnesia (with the left hand) at Deus.
The Confusion spell curls around James's mind.
The Amnesia spell curls around Deus's mind.
Fluffy says "#?"
Fluffy says "opps, wrong window..."
James accidentally makes a wave with his left hand.
In a fit of absent-mindedness, Deus repeats his gestures from last turn: wave with the left hand, wave with the right.

	Turn 7:
James (7):	
Fluffy (15):	
Deus (10):	


Fluffy casts Summon Goblin (with the right hand) at himself.
Fluffy's Goblin appears by his side.
Lepferfir the Goblin attacks James.

	Turn 8:
James (6):	
Fluffy (15):	
Deus (10):	
Lepferfir the Goblin (1)


Deus casts Protection From Evil (with the right hand) at himself.
Fluffy casts Shield (with the right hand) at himself.
Fluffy casts Missile (with the left hand) at Deus.
James casts Shield (with the right hand) at himself.
A white circle of Protection from Evil springs up around Deus.
The Missile shatters on Deus's Shield.
The attack of Lepferfir the Goblin is blocked by James's Shield.

	Turn 9:
James (6):	
Fluffy (15):	
Deus (10):	
Lepferfir the Goblin (1)


Deus casts Resist Heat (with the left hand) at himself.
Fluffy casts Charm Person (with the left hand) at James.
James casts Anti-Spell (with the right hand) at Fluffy.
James casts Summon Elemental (with the left hand) at himself.
A blazing Fire Elemental materializes above James.
The Resist Heat shrouds Deus in a cool blue veil.
Deus's circle of Protection from Evil is beginning to fade.
The Charm Person spell curls around James's right hand.
The Anti-Spell jolts Fluffy, causing the magical energies around his hands to flicker.
Lepferfir the Goblin attacks James.
Akkorkurug the Fiery reaches toward James, but cannot penetrate his blue aura.
Akkorkurug the Fiery hurls fire at Fluffy.
The attack of Akkorkurug the Fiery is blocked by Deus's Shield.
Akkorkurug the Fiery hurls fire at Lepferfir the Goblin.
Lepferfir the Goblin has died.
Deus says "Sumfin' funny goin on ere"
Deus says "....."
James mysteriously makes a stab with his right hand.

	Turn 10:
James (5):	STAB
Fluffy (12):	
Deus (10):	
Akkorkurug the Fiery (3)


Deus says ">:{|)"
Deus casts Shield (with the right hand) at himself.
Fluffy casts Shield (with the right hand) at himself.
James stabs (with the right hand) at Fluffy.
James casts Shield (with the left hand) at himself.
Deus's circle of Protection from Evil is dimmer now.
The knife slides off of Fluffy's Shield.
The attack of Akkorkurug the Fiery is blocked by James's Shield.
The attack of Akkorkurug the Fiery is blocked by Fluffy's Shield.
The attack of Akkorkurug the Fiery is blocked by Deus's Shield.

	Turn 11:
James (5):	
Fluffy (12):	STAB
Deus (10):	
Akkorkurug the Fiery (3)


Deus casts Anti-Spell (with the right hand) at James.
Deus casts Shield (with the left hand) at himself.
Fluffy stabs (with the right hand) at Akkorkurug the Fiery.
Deus's circle of Protection from Evil is nearly gone.
The Anti-Spell jolts James, causing the magical energies around his hands to flicker.
The knife strikes Akkorkurug the Fiery.
Akkorkurug the Fiery reaches toward James, but cannot penetrate his blue aura.
Akkorkurug the Fiery hurls fire at Fluffy.
The attack of Akkorkurug the Fiery is blocked by Deus's Shield.

	Turn 12:
James (5):	
Fluffy (9):	STAB
Deus (10):	
Akkorkurug the Fiery (2)


Fluffy stabs (with the right hand) at Akkorkurug the Fiery.
Fluffy casts Protection From Evil (with the left hand) at himself.
James casts Shield (with the left hand) at himself.
A white circle of Protection from Evil springs up around Fluffy.
The knife strikes Akkorkurug the Fiery.
The attack of Akkorkurug the Fiery is blocked by James's Shield.
The attack of Akkorkurug the Fiery is blocked by Fluffy's Shield.
Akkorkurug the Fiery reaches toward Deus, but cannot penetrate his blue aura.

	Turn 13:
James (5):	
Fluffy (9):	STAB
Deus (10):	
Akkorkurug the Fiery (1)


Fluffy stabs (with the right hand) at Akkorkurug the Fiery.
Fluffy's circle of Protection from Evil is beginning to fade.
The knife strikes Akkorkurug the Fiery.
Akkorkurug the Fiery reaches toward James, but cannot penetrate his blue aura.
The attack of Akkorkurug the Fiery is blocked by Fluffy's Shield.
Akkorkurug the Fiery reaches toward Deus, but cannot penetrate his blue aura.
Akkorkurug the Fiery has died.

	Turn 14:
James (5):	
Fluffy (9):	
Deus (10):	


Deus casts Counter-Spell (with the right hand) at himself.
Fluffy casts Cause Heavy Wounds (with the left hand) at James.
James casts Shield (with the right hand) at himself.
A Counter-Spell flares around Deus.
Fluffy's circle of Protection from Evil is dimmer now.
The Cause Heavy Wounds spell tears into James.

	Turn 15:
James (2):	
Fluffy (9):	
Deus (10):	


Fluffy casts Shield (with the right hand) at himself.
James casts Cure Heavy Wounds (with the right hand) at himself.
James casts Remove Enchantment (with the left hand) at Deus.
Fluffy's circle of Protection from Evil is nearly gone.
The Remove Enchantment whirls its dissipative energies around Deus.
Deus's blue aura of Resist Heat fades away.
The Cure Heavy Wounds spell weaves around James, and his wounds heal.

	Turn 16:
James (4):	
Fluffy (9):	
Deus (10):	


Deus casts Finger of Death (with the left hand) at Fluffy.
Fluffy casts Shield (with the left hand) at himself.
Fluffy turns very pale and drops to his knees, clutching at his chest....
Fluffy has died!
Fluffy says "Git!"
Deus says "MUHAHAHAHAHAHAHAHAAAAAAAAAAAAAAAAAAA!!!!!!!!!"
Fluffy says ""

	Turn 17:
James (4):	
Deus (10):	


Deus casts Protection From Evil (with the right hand) at himself.
James casts Protection From Evil (with the right hand) at himself.
James casts Cause Heavy Wounds (with the left hand) at Deus.
A white circle of Protection from Evil springs up around James.
A white circle of Protection from Evil springs up around Deus.
The Cause Heavy Wounds spell tears into Deus.

	Turn 18:
James (4):	
Deus (7):	


Deus casts Shield (with the left hand) at himself.
James's circle of Protection from Evil is beginning to fade.
Deus's circle of Protection from Evil is beginning to fade.

	Turn 19:
James (4):	
Deus (7):	


Deus casts Cause Heavy Wounds (with the right hand) at James.
Deus casts Amnesia (with the left hand) at James.
James casts Cause Heavy Wounds (with the right hand) at Deus.
James casts Shield (with the left hand) at himself.
James's circle of Protection from Evil is dimmer now.
Deus's circle of Protection from Evil is dimmer now.
The Amnesia spell curls around James's mind.
The Cause Heavy Wounds spell tears into James.
The Cause Heavy Wounds spell tears into Deus.
In a fit of absent-mindedness, James repeats his gestures from last turn: palm with the left hand, digit with the right.

	Turn 20:
James (1):	
Deus (4):	


Deus casts Shield (with the left hand) at himself.
James casts Shield (with the left hand) at himself.
James's circle of Protection from Evil is nearly gone.
Deus's circle of Protection from Evil is nearly gone.
Deus says "Cmoooooooooooooon!"
Deus says "The end is nigh...."
Deus says "It was in the salmon......"

	Turn 21:
James (1):	
Deus (4):	


Deus casts Missile (with the right hand) at James.
Deus casts Shield (with the left hand) at himself.
The Missile strikes James.
James has died!
Deus is the sole survivor!

+++ Deus has won +++

Deus says "AWWWWLRIIIIGHT!!!"
Deus says "HAHA!"
Fluffy says "Booooooooooooooooo!"
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Spellcast - The manual.

Spellcast - The manual.

NAME
     spellcast  -  a game of duelling wizards

SYNOPSIS
     spellcast remotedisplay [ remotedisplay ... ]

     One game window will appear on the default  display  (deter-
     mined  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 iden-
     tifier (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 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 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 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  --  although  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,  unin-
     telligent  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  neces-
     sary  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 win-
     dow.   It  describes 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 ges-
     tures that appear to be lined up actually were performed  at
     the same time.

     You also use the gesture history list  to  enter  your  ges-
     tures.  At  the  beginning  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 indented, and listed
     below the wizards who control them. (Monsters who are uncon-
     trolled  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.  Anything you type will appear here (the cursor need
     not be in the speech window.) When you hit Return, the  mes-
     sage  you  have typed will appear in each player's text win-
     dow.

     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 but-
     ton, 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  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  ges-
     tures 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 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 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 cur-
     sor 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 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 , the palm facing forward,, the snap , the
     wave  and  the pointing digit . 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 , but the double digit , double wave ,  and
     double  snap  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 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  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 interruption;
         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 above and
     could be followed byin the next 4 turns to finish
     off a 'fireball' spell  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 . 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:   Last 4 gestures form 'invisibility'
     Left hand:    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 complete two spells  it  is  clear
     that a  choice  must be made  between  the   of the
     'counter-spell' and the  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  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", (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 violence...

     Certain spells cancel each other if they take effect  simul-
     taneously.  An  obvious  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 'fire-
     ball', 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 enchant-
     ment' and 'fireball'; the  enchantment  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 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 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 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': 

     This spell protects the subject from all attacks  from  mon-
     sters  (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': 

     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 'blind-
     ness' 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': 

     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 sec-
     tion and the "Summons" section); the mirror has no effect on
     these spells.  It is countered totally, with no effect what-
     soever, 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 simultaneously combine
     to form a single mirror. If a spell is reflected from a mir-
     ror  back  at  a  wizard  who  also  has a mirror, the spell
     bounces back and forth until it falls apart.

     'Counter-spell':  or 

     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 every-
     one 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  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, either of which may  be  used
     at any time.
     'Dispel magic': 

     This spell acts as  a  combination  of  'counter-spell'  and
     'remove  enchantment',  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  des-
     troyed, 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': 

     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 damage which it has
     sustained is cured until the owner  is  back  to  his  usual
     state of health.  A 'remove enchantment' effect is also man-
     ifest 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': 

     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': 

     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': 

     This spell creates a goblin under the control of the  wizard
     upon  whom  the spell is cast. The goblin can attack immedi-
     ately 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': 

     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': 

     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': 

     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': 

     This spell creates either a fire elemental or an ice elemen-
     tal,  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 neu-
     tralized 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': 

     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': 

     Kills the subject stone dead. This spell is so powerful that
     it  is  unaffected  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 dis-
     rupt it during casting -- using an 'anti-spell',  for  exam-
     ple.

     'Lightning Bolt':  or 

     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': 

     The subject of this spell is inflicted with 2 points of dam-
     age.  Resistance to heat or cold offers no defence. A simul-
     taneous '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': 

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

     'Fireball': 

     The subject of this spell is hit by a ball of fire, and sus-
     tains  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 normal. If  directed  at  an
     ice  elemental,  the  fireball will destroy it before it can
     attack.

     'Fire storm': 

     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': 

     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 'fire-
     ball' but nobody else.  It will destroy but not be destroyed
     by an ice elemental. Two 'ice storms' act as one.

     Enchantments

     'Amnesia': 

     If the subject of this spell is a wizard, next turn he  must
     repeat identically the gestures he made in the current turn,
     including "nothing" 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  'confu-
     sion',  'charm  person',  'charm  monster',  'paralysis'  or
     'fear' then none of the spells work.

     'Confusion': 

     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 ran-
     dom). (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': 

     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  subject  of  any  of
     'amnesia',  'confusion',  'charm  monster',  'paralysis'  or
     'fear', none of the spells work.

     'Charm Monster': 

     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: 'amnesia', 'confusion',
     'charm person', 'fear' or 'paralysis', none  of  the  spells
     work.

     'Paralysis': 

     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 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 (including "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  con-
     tinually  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.  Elementals
     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': 

     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 obviously has  no  effect  on  mon-
     sters.   If  the  subject  is also the subject of 'amnesia',
     'confusion', 'charm person', 'charm monster' or 'paralysis',
     then none of the spells work.

     'Anti-spell': 

     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  begin-
     ning  of  that  spell sequence. (This is marked by a special
     'disruption' icon interrupting the  subject's  gesture  his-
     tory.)  The  spell  does not affect spells which are cast on
     the same turn; nor does it affect monsters.

     'Protection from Evil': 

     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 compound 'protection from evil'
     spells merely overlap offering no extra cover.

     'Resist Heat': 

     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 elemen-
     tals.

     'Resist Cold': 

     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': 

     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': 

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

     'Blindness': 

     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': 

     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 des-
     troyed  due to the unstable nature of such magically created
     creatures.

     'Haste': 

     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 ges-
     tures 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 mon-
     sters can change target in the extra turns if desired.

     'Time stop': 

     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 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 elemen-
     tals affect everyone, resistance to heat or cold being imma-
     terial in that turn.


     'Delayed effect': 

     This spell must be cast upon a wizard. The  next  spell  the
     subject  completes,  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': 

     This spell must be upon a wizard. The  next  spell  he  com-
     pletes,  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  '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  per-
     son' 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 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': 

     This is not a spell; consequently, it cannot be cast at any-
     one, 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  attacks)  but
     the   "referees"  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  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  inconsistent  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 attacking.

     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 hap-
     pens) 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
     Spellbinder,  was  created by Richard Bartle; it was printed
     in his zine Sauce of the Nile. He attempted to have it  com-
     mercially 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.
     Undoubtedly, some part of  this  chain  violates  somebody's
     copyright.  However,  Richard Bartle is alleged to have died
     at some point, so the moral problems seem to be minimal.

AUTHOR
     Andrew Plotkin <ap1i+@andrew.cmu.edu>
spellcast-doc-1.5/spellcast.html/p.gif0100644000175000017500000000011607606015436016133 0ustar jfsjfsGIF89a!,%ȬR/J+Nnq'vQ~NZ칥5H;spellcast-doc-1.5/spellcast.html/p2.gif0100644000175000017500000000011507606015436016214 0ustar jfsjfsGIF89a!,$ZkZvq_Hʶ mj6;spellcast-doc-1.5/spellcast.html/s.gif0100644000175000017500000000011607606015436016136 0ustar jfsjfsGIF89a!,% ʑۢlMWYiQ&qꨒf)p,{J;spellcast-doc-1.5/spellcast.html/s2.gif0100644000175000017500000000012307606015437016217 0ustar jfsjfsGIF89a!,* g Y&u+}FxcFvDf Lv=ޯNf);spellcast-doc-1.5/spellcast.html/sc1.html0100644000175000017500000003201707606015437016567 0ustar jfsjfs Spellcast Transcript 'sc1'

Spellcast Transcript 'sc1'

Spellcast Game Transcript

James strides defiantly into the arena. The referee casts the formal Dispel Magic and Anti-Spell on him....
Fluffy strides defiantly into the arena. The referee casts the formal Dispel Magic and Anti-Spell on him....
White strides defiantly into the arena. The referee casts the formal Dispel Magic and Anti-Spell on him....

	Turn 0:
James (15):	
Fluffy (15):	
White (15):	


White casts Shield (with the right hand) at himself.

	Turn 1:
James (15):	
Fluffy (15):	
White (15):	


White casts Shield (with the right hand) at himself.
James casts Shield (with the left hand) at himself.

	Turn 2:
James (15):	
Fluffy (15):	
White (15):	


White casts Shield (with the right hand) at himself.
Fluffy casts Protection From Evil (with the right hand) at himself.
James casts Confusion (with the right hand) at White.
James casts Counter-Spell (with the left hand) at Fluffy.
A Counter-Spell flares around Fluffy.
The Protection From Evil is destroyed by the Counter-Spell around Fluffy.
The Confusion spell curls around White's mind.
White accidentally makes a digit with his right hand.

	Turn 3:
James (15):	
Fluffy (15):	
White (15):	


White casts Resist Heat (with the left hand) at himself.
Fluffy casts Resist Heat (with the left hand) at himself.
James casts Summon Goblin (with the right hand) at himself.
James's Goblin appears by his side.
The Resist Heat shrouds Fluffy in a cool blue veil.
The Resist Heat shrouds White in a cool blue veil.
Igfru the Goblin attacks White.
White says "A little quick off the mark eh, Fluffy."
Fluffy says "I'm not getting roasted again!"

	Turn 4:
James (15):	
Fluffy (15):	
White (14):	
Igfru the Goblin (1)


Fluffy casts Shield (with the right hand) at himself.
James casts Invisibility (with both hands) at himself.
James turns quietly translucent, and fades from view.
Igfru the Goblin attacks White.

	Turn 5:
James (15):	
Fluffy (15):	
White (13):	
Igfru the Goblin (1)


White casts Shield (with the left hand) at himself.
Fluffy casts Shield (with the right hand) at himself.

	Turn 6:
James (15):	STAB
Fluffy (15):	
White (13):	
Igfru the Goblin (1)


Fluffy casts Summon Giant (with the left hand) at himself.
James stabs (with the right hand) at White.
Fluffy's Giant appears by his side.
The knife strikes White.
Igfru the Goblin attacks Luggulmaggul the Giant.
Luggulmaggul the Giant tries to attack James, but cannot see him.

	Turn 7:
James (15):	STAB
Fluffy (15):	
White (12):	
Igfru the Goblin (1)
Luggulmaggul the Giant (3)


White casts Shield (with the right hand) at himself.
James stabs (with the right hand) at White.
James casts Shield (with the left hand) at Igfru the Goblin.
A James-shaped shadow appears, and he rapidly becomes fully visible.
The knife slides off of White's Shield.
Igfru the Goblin attacks Luggulmaggul the Giant.
Luggulmaggul the Giant attacks James.

	Turn 8:
James (11):	
Fluffy (15):	
White (12):	
Igfru the Goblin (1)
Luggulmaggul the Giant (2)


White casts Shield (with the right hand) at himself.
Fluffy casts Summon Ogre (with the right hand) at himself.
Fluffy casts Protection From Evil (with the left hand) at himself.
James casts Shield (with the right hand) at himself.
James casts Dispel Magic (with the left hand) at himself.
The magical energies in the arena fade away.
The Dispel Magic starts to tear Igfru the Goblin apart.
The Dispel Magic starts to tear Luggulmaggul the Giant apart.
The Shield is dispelled.
The Summon Ogre is dispelled.
The Protection From Evil is dispelled.
The Shield is dispelled.
Fluffy's blue aura of Resist Heat fades away.
White's blue aura of Resist Heat fades away.
Igfru the Goblin attacks Fluffy.
The attack of Luggulmaggul the Giant is blocked by James's Shield.
Igfru the Goblin has died.
Luggulmaggul the Giant has died.
James says "Ha!"
Fluffy says "Git! Give me back my army!"

	Turn 9:
James (11):	
Fluffy (14):	
White (12):	


James says "Still want that elemental white?"
White casts Shield (with the right hand) at himself.
James casts Shield (with the left hand) at himself.
White says "YOU BET."

	Turn 10:
James (11):	
Fluffy (14):	
White (12):	


Fluffy says "It's kind of quiet without all the monsters...."
James says "Nice isn't it"
White casts Shield (with the right hand) at himself.
White casts Summon Elemental (with the left hand) at himself.
Fluffy casts Protection From Evil (with the right hand) at himself.
Fluffy casts Cause Heavy Wounds (with the left hand) at White.
James casts Shield (with the right hand) at himself.
James says "But I suppose they will be popping up again"
Fluffy says "Given half a chance :)"
A glittering Ice Elemental materializes above White.
A white circle of Protection from Evil springs up around Fluffy.
The Cause Heavy Wounds spell tears into White.
The attack of Kurmog Aktha the Icy is blocked by James's Shield.
The attack of Kurmog Aktha the Icy is blocked by Fluffy's Shield.
The attack of Kurmog Aktha the Icy is blocked by White's Shield.
James says "An ice elemental... that makes a change"

	Turn 11:
James (11):	
Fluffy (14):	
White (9):	
Kurmog Aktha the Icy (3)


White casts Shield (with the right hand) at himself.
Fluffy casts Counter-Spell (with the right hand) at James.
James casts Shield (with the right hand) at himself.
A Counter-Spell flares around James.
The Shield is destroyed by the Counter-Spell around James.
Fluffy's circle of Protection from Evil is beginning to fade.
The attack of Kurmog Aktha the Icy is blocked by James's Shield.
The attack of Kurmog Aktha the Icy is blocked by Fluffy's Shield.
The attack of Kurmog Aktha the Icy is blocked by White's Shield.

	Turn 12:
James (11):	
Fluffy (14):	
White (9):	
Kurmog Aktha the Icy (3)


James says "Hey bit sneaky there Fluffy"
White casts Shield (with the right hand) at himself.
James casts Shield (with the right hand) at himself.
Fluffy's circle of Protection from Evil is dimmer now.
The attack of Kurmog Aktha the Icy is blocked by James's Shield.
The attack of Kurmog Aktha the Icy is blocked by Fluffy's Shield.
The attack of Kurmog Aktha the Icy is blocked by White's Shield.
Fluffy says "Well, whoever said sheep were stupid? (good job I've got this nice fleece to "
Fluffy says "....keep me warm"

	Turn 13:
James (11):	
Fluffy (14):	
White (9):	STAB
Kurmog Aktha the Icy (3)


White stabs (with the right hand) at James.
White casts Resist Cold (with the left hand) at himself.
James casts Shield (with the right hand) at himself.
Fluffy's circle of Protection from Evil is nearly gone.
The Resist Cold shrouds White in a warm pink veil.
The knife slides off of James's Shield.
The attack of Kurmog Aktha the Icy is blocked by James's Shield.
The attack of Kurmog Aktha the Icy is blocked by Fluffy's Shield.
Kurmog Aktha the Icy reaches toward White, but cannot penetrate his pink aura.
James says "Do I detect a fireball?"
James says "Owweerr a sheep with a pink aura"
James says "Also a nasty unprovoked knife attack from white!"
Fluffy says "Ouch!"
James says "eeny meanie miny mo :)"

	Turn 14:
James (11):	
Fluffy (14):	
White (9):	
Kurmog Aktha the Icy (3)


James says "A sheep shearing we will go"
White casts Shield (with the right hand) at himself.
Fluffy casts Summon Ogre (with the right hand) at himself.
James casts Shield (with the right hand) at himself.
James casts Finger of Death (with the left hand) at Fluffy.
Fluffy's Ogre appears by his side.
Fluffy turns very pale and drops to his knees, clutching at his chest....
The attack of Kurmog Aktha the Icy is blocked by James's Shield.
Kurmog Aktha the Icy hurls ice at Fluffy.
The attack of Kurmog Aktha the Icy is blocked by White's Shield.
Kurmog Aktha the Icy hurls ice at Kultharel the Ogre.
The attack of Kultharel the Ogre is blocked by James's Shield.
Fluffy has died!
Kultharel the Ogre has died.
Fluffy says "Erm..."

	Turn 15:
James (11):	
White (9):	STAB
Kurmog Aktha the Icy (3)


James says "Alas poor fluffy I knew him well..."
White stabs (with the right hand) at James.
White casts Shield (with the left hand) at himself.
James casts Shield (with the right hand) at himself.
The knife slides off of James's Shield.
The attack of Kurmog Aktha the Icy is blocked by James's Shield.
The attack of Kurmog Aktha the Icy is blocked by White's Shield.

	Turn 16:
James (11):	
White (9):	
Kurmog Aktha the Icy (3)


White casts Shield (with the right hand) at himself.
James casts Shield (with the right hand) at himself.
The attack of Kurmog Aktha the Icy is blocked by James's Shield.
The attack of Kurmog Aktha the Icy is blocked by White's Shield.

	Turn 17:
James (11):	STAB
White (9):	
Kurmog Aktha the Icy (3)


White says "Counter-spell will not work."
Fluffy says "gmake"
Fluffy says "oops, wrong window :)"
White says "What sort of spell is gmake!!!!"
Fluffy says "It's amazing how I can speak, even though I'm dead!"
White says "Dont tell me, it creates a dragon, called ELFEN."
White casts Shield (with the left hand) at himself.
James stabs (with the right hand) at Kurmog Aktha the Icy.
James casts Protection From Evil (with the left hand) at himself.
A white circle of Protection from Evil springs up around James.
The knife strikes Kurmog Aktha the Icy.
The attack of Kurmog Aktha the Icy is blocked by James's Shield.
The attack of Kurmog Aktha the Icy is blocked by White's Shield.

	Turn 18:
James (11):	STAB
White (9):	
Kurmog Aktha the Icy (2)


White casts Shield (with the right hand) at himself.
James stabs (with the right hand) at Kurmog Aktha the Icy.
James's circle of Protection from Evil is beginning to fade.
The knife strikes Kurmog Aktha the Icy.
The attack of Kurmog Aktha the Icy is blocked by James's Shield.
The attack of Kurmog Aktha the Icy is blocked by White's Shield.

	Turn 19:
James (11):	STAB
White (9):	
Kurmog Aktha the Icy (1)


White casts Amnesia (with the right hand) at James.
James stabs (with the right hand) at Kurmog Aktha the Icy.
James casts Cause Heavy Wounds (with the left hand) at White.
James's circle of Protection from Evil is dimmer now.
The Amnesia spell curls around James's mind.
The Cause Heavy Wounds spell tears into White.
The knife strikes Kurmog Aktha the Icy.
The attack of Kurmog Aktha the Icy is blocked by James's Shield.
Kurmog Aktha the Icy reaches toward White, but cannot penetrate his pink aura.
Kurmog Aktha the Icy has died.
In a fit of absent-mindedness, James repeats his gestures from last turn: digit with the left hand, stab with the right.

	Turn 20:
James (11):	STAB
White (6):	


White casts Shield (with the right hand) at himself.
James stabs (with the right hand) at White.
James's circle of Protection from Evil is nearly gone.
The knife slides off of White's Shield.
James says "Mirror Time!"

	Turn 21:
James (11):	
White (6):	


White casts Shield (with the right hand) at himself.
James says "Crosses Fingers.. and prays"

	Turn 22:
James (11):	
White (6):	


White casts Shield (with the right hand) at himself.
White casts Finger of Death (with the left hand) at James.
James casts Magic Mirror (with both hands) at himself.
A Magic Mirror swirls around James.
White's Finger of Death reflects from James's Magic Mirror back at him.
White turns very pale and drops to his knees, clutching at his chest....
White has died!
James is the sole survivor!

+++ James has won +++

James says "Thank you white... couldn't have done it without you :)"
Fluffy says "Classic!"
White says "You know what you can do !!!!"
spellcast-doc-1.5/spellcast.html/spellcast.html0100644000175000017500000000436707606015437020102 0ustar jfsjfs Spellcast - A Strategy Game of magic The original source of this information is here.

Spellcast - A Strategy Game of Magic


What is spellcast?

Spellcast is a multi-player strategy game. (For up to 8 players)

it 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 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 involved in a magical duel but would be interested to discover how realistic the game is for those who have...

Is there any more information about Spellcast?

Yes. You can take a look at the man page (man 6 spellcast) provided with the game. The manpage is also converted to html here
Spellcast also allows the saving of "Transcripts" of each game. Here you can read the transcripts of some games:

Who are these transcripts from?

At the moment the transcripts are from 3 main rivals who regularly play. These being:-

  • James - James W. Armstrong
  • Fluffy - Mike Connell
  • White - Jon Cain
  • Deus - Dave Roberts

spellcast-doc-1.5/spellcast.html/sc2.html0100644000175000017500000003022107606015440016555 0ustar jfsjfs Spellcast Transcript 'sc2'

Spellcast Transcript 'sc2'

Spellcast Game Transcript

James strides defiantly into the arena. The referee casts the formal Dispel Magic and Anti-Spell on him....
Fluffy strides defiantly into the arena. The referee casts the formal Dispel Magic and Anti-Spell on him....
White strides defiantly into the arena. The referee casts the formal Dispel Magic and Anti-Spell on him....
James says "Surprise!"
James says "Join the campaign to get Mr white to adopt a NAME all those in favour say I"

	Turn 0:
James (15):	
Fluffy (15):	
White (15):	


White casts Shield (with the left hand) at himself.
Fluffy says "Aye!"
James says "Aye!"
James says "Thats 2 to 1 for... what name do you want Whitey?"
Fluffy says "Baaaaa!"
Fluffy says "Moooooooo!"
Fluffy says "Oink!"
Fluffy says "etc..."
White says "Let me think!!!!!"
James says "Hmm.. an identity crisis"

	Turn 1:
James (15):	
Fluffy (15):	
White (15):	


White casts Shield (with the right hand) at himself.
James casts Shield (with the left hand) at himself.

	Turn 2:
James (15):	
Fluffy (15):	
White (15):	


White casts Amnesia (with the right hand) at James.
Fluffy casts Protection From Evil (with the right hand) at himself.
James casts Confusion (with the right hand) at Fluffy.
James casts Counter-Spell (with the left hand) at himself.
A Counter-Spell flares around James.
The Amnesia is destroyed by the Counter-Spell around James.
A white circle of Protection from Evil springs up around Fluffy.
The Confusion spell curls around Fluffy's mind.
Fluffy accidentally makes a wave with his left hand.

	Turn 3:
James (15):	
Fluffy (15):	
White (15):	


White casts Shield (with the right hand) at himself.
White casts Summon Ogre (with the left hand) at himself.
White's Ogre appears by his side.
Fluffy's circle of Protection from Evil is beginning to fade.
The attack of Makmagakkul the Ogre is blocked by Fluffy's Shield.

	Turn 4:
James (15):	
Fluffy (15):	
White (15):	
Makmagakkul the Ogre (2)


White says "What about Colonel Mustard????"
White casts Shield (with the left hand) at himself.
Fluffy casts Cause Heavy Wounds (with the right hand) at White.
Fluffy casts Fear (with the left hand) at James.
James casts Paralysis (with the right hand) at White.
Fluffy's circle of Protection from Evil is dimmer now.
The Fear spell curls around James's mind.
The Paralysis spell curls around White's left hand.
The Cause Heavy Wounds spell tears into White.
Makmagakkul the Ogre attacks James.
James says "You will pay for that Daz Ultra!"
Terrified, James does nothing with either hand.
White's left hand is frozen in a palm.

	Turn 5:
James (13):	
Fluffy (15):	
White (12):	
Makmagakkul the Ogre (2)


White says "What or who the hell is Daz Ultra????"
White casts Counter-Spell (with the left hand) at himself.
Fluffy casts Shield (with the right hand) at himself.
A Counter-Spell flares around White.
Fluffy's circle of Protection from Evil is nearly gone.
The attack of Makmagakkul the Ogre is blocked by Fluffy's Shield.

	Turn 6:
James (13):	
Fluffy (15):	
White (12):	
Makmagakkul the Ogre (2)


Fluffy casts Shield (with the left hand) at himself.
James casts Shield (with the left hand) at himself.
The attack of Makmagakkul the Ogre is blocked by Fluffy's Shield.

	Turn 7:
James (13):	
Fluffy (15):	
White (12):	
Makmagakkul the Ogre (2)


White casts Shield (with the right hand) at himself.
Fluffy casts Amnesia (with the left hand) at White.
James casts Shield (with the left hand) at himself.
The Amnesia spell curls around White's mind.
Makmagakkul the Ogre attacks Fluffy.
In a fit of absent-mindedness, White repeats his gestures from last turn: fingers with the left hand, palm with the right.

	Turn 8:
James (13):	
Fluffy (13):	
White (12):	
Makmagakkul the Ogre (2)


White casts Amnesia (with the right hand) at Fluffy.
Fluffy casts Protection From Evil (with the right hand) at himself.
James casts Protection From Evil (with the right hand) at himself.
A white circle of Protection from Evil springs up around James.
A white circle of Protection from Evil springs up around Fluffy.
The Amnesia spell curls around Fluffy's mind.
The attack of Makmagakkul the Ogre is blocked by Fluffy's Shield.
In a fit of absent-mindedness, Fluffy repeats his gestures from last turn: snap with the left hand, palm with the right.

	Turn 9:
James (13):	
Fluffy (13):	
White (12):	
Makmagakkul the Ogre (2)


White casts Shield (with the left hand) at himself.
Fluffy casts Counter-Spell (with the right hand) at himself.
James casts Missile (with the left hand) at White.
A Counter-Spell flares around Fluffy.
James's circle of Protection from Evil is beginning to fade.
Fluffy's circle of Protection from Evil is beginning to fade.
The Missile shatters on White's Shield.
The attack of Makmagakkul the Ogre is blocked by Fluffy's Shield.

	Turn 10:
James (13):	
Fluffy (13):	
White (12):	
Makmagakkul the Ogre (2)


White casts Shield (with the left hand) at himself.
James casts Cause Heavy Wounds (with the right hand) at White.
James casts Charm Monster (with the left hand) at Makmagakkul the Ogre.
James's circle of Protection from Evil is dimmer now.
Fluffy's circle of Protection from Evil is dimmer now.
The Charm Monster spell curls around Makmagakkul the Ogre, and he smiles dopily at James.
The Cause Heavy Wounds spell tears into White.
The attack of Makmagakkul the Ogre is blocked by Fluffy's Shield.

	Turn 11:
James (13):	
Fluffy (13):	
White (9):	
Makmagakkul the Ogre (2)


White casts Protection From Evil (with the right hand) at himself.
James's circle of Protection from Evil is nearly gone.
Fluffy's circle of Protection from Evil is nearly gone.
A white circle of Protection from Evil springs up around White.
The attack of Makmagakkul the Ogre is blocked by Fluffy's Shield.

	Turn 12:
James (13):	
Fluffy (13):	
White (9):	
Makmagakkul the Ogre (2)


White says "Your name is hardly different, James!!!!"
James says "but it isn't white.. if we get a 4th player you might become pink!"
White casts Shield (with the left hand) at himself.
Fluffy casts Summon Ogre (with the right hand) at himself.
Fluffy casts Protection From Evil (with the left hand) at himself.
James casts Confusion (with the left hand) at Fluffy.
Fluffy's Ogre appears by his side.
A white circle of Protection from Evil springs up around Fluffy.
White's circle of Protection from Evil is beginning to fade.
The Confusion spell curls around Fluffy's mind.
Makmagakkul the Ogre attacks Kasmoslas the Ogre.
Kasmoslas the Ogre attacks James.
Kasmoslas the Ogre has died.
Fluffy accidentally makes a snap with his right hand.

	Turn 13:
James (11):	
Fluffy (13):	
White (9):	
Makmagakkul the Ogre (2)


White casts Shield (with the right hand) at himself.
James casts Summon Goblin (with the left hand) at himself.
James's Goblin appears by his side.
Fluffy's circle of Protection from Evil is beginning to fade.
White's circle of Protection from Evil is dimmer now.
The attack of Makmagakkul the Ogre is blocked by Fluffy's Shield.
The attack of Fri An the Goblin is blocked by Fluffy's Shield.

	Turn 14:
James (11):	
Fluffy (13):	
White (9):	
Makmagakkul the Ogre (2)
Fri An the Goblin (1)


Fluffy says "Baaaaaaaaaaaaaaaaa!"
White casts Amnesia (with the right hand) at James.
Fluffy's circle of Protection from Evil is dimmer now.
White's circle of Protection from Evil is nearly gone.
The Amnesia spell curls around James's mind.
The attack of Makmagakkul the Ogre is blocked by Fluffy's Shield.
The attack of Fri An the Goblin is blocked by Fluffy's Shield.
Fluffy says "Glad I have such a nice FLEECE!"
In a fit of absent-mindedness, James repeats his gestures from last turn: wave with the left hand, wave with the right.

	Turn 15:
James (11):	
Fluffy (13):	
White (9):	
Makmagakkul the Ogre (2)
Fri An the Goblin (1)


White casts Shield (with the right hand) at himself.
Fluffy casts Ice Storm (with both hands) over the arena.
Fluffy's circle of Protection from Evil is nearly gone.
The Ice Storm lashes at James.
The Ice Storm lashes at Fluffy.
The Ice Storm lashes at White.
The Ice Storm lashes at Makmagakkul the Ogre.
The Ice Storm lashes at Fri An the Goblin.
The attack of Makmagakkul the Ogre is blocked by Fluffy's Shield.
The attack of Fri An the Goblin is blocked by Fluffy's Shield.
Makmagakkul the Ogre has died.
Fri An the Goblin has died.

	Turn 16:
James (6):	
Fluffy (8):	
White (4):	


White casts Resist Cold (with the left hand) at himself.
Fluffy casts Shield (with the right hand) at himself.
James casts Protection From Evil (with the right hand) at himself.
James casts Counter-Spell (with the left hand) at White.
A Counter-Spell flares around White.
The Resist Cold is destroyed by the Counter-Spell around White.
A white circle of Protection from Evil springs up around James.
White says "Why are we Waiting!!!!"
White says "Are we waiting by any chance for Mr. James"
White says "Hello! Hello!"

	Turn 17:
James (6):	
Fluffy (8):	
White (4):	


Fluffy says "Hello?! :)"
James says "Waiting for White once more..."
Fluffy says "Zzzzzzzzzzzzzzz........................ Baaaaaaa!"
White casts Shield (with the left hand) at himself.
Fluffy casts Shield (with the right hand) at himself.
James's circle of Protection from Evil is beginning to fade.

	Turn 18:
James (6):	
Fluffy (8):	
White (4):	


Fluffy says "Ooooooooooooooaahh!"
White casts Shield (with the left hand) at himself.
Fluffy casts Shield (with the right hand) at himself.
James casts Cause Heavy Wounds (with the right hand) at Fluffy.
James's circle of Protection from Evil is dimmer now.
The Cause Heavy Wounds spell tears into Fluffy.

	Turn 19:
James (6):	
Fluffy (5):	
White (4):	


James says "Time to Die"
Fluffy says "Indeed"
James says "I beleive this might be a draw"
Fluffy says "Oh come on!...."
White casts Shield (with the left hand) at himself.
Fluffy casts Shield (with the right hand) at himself.
Fluffy casts Summon Elemental (with the left hand) at himself.
James casts Fire Storm (with both hands) over the arena.
A blazing Fire Elemental materializes above Fluffy.
The Fire Elemental is dispersed into the Fire Storm.
James's circle of Protection from Evil is nearly gone.
The Fire Storm washes over James.
The Fire Storm washes over Fluffy.
The Fire Storm washes over White.
Fluffy has died!
White has died!
James is the sole survivor!

+++ James has won +++

White says "Jammy b'stard!!!!!"
Fluffy says "Hmmm Bum!"
James says "Yippeee!!!!"
spellcast-doc-1.5/spellcast.html/sc3.html0100644000175000017500000002105407606015440016562 0ustar jfsjfs Spellcast Transcript 'sc3'

Spellcast Transcript 'sc3'

Spellcast Game Transcript

James strides defiantly into the arena. The referee casts the formal Dispel Magic and Anti-Spell on him....
Fluffy strides defiantly into the arena. The referee casts the formal Dispel Magic and Anti-Spell on him....
White strides defiantly into the arena. The referee casts the formal Dispel Magic and Anti-Spell on him....

	Turn 0:
James (15):	
Fluffy (15):	
White (15):	


White casts Shield (with the right hand) at himself.
Fluffy casts Shield (with the left hand) at himself.

	Turn 1:
James (15):	
Fluffy (15):	
White (15):	


White casts Shield (with the left hand) at himself.

	Turn 2:
James (15):	
Fluffy (15):	
White (15):	


White casts Shield (with the right hand) at himself.
Fluffy casts Protection From Evil (with the right hand) at himself.
James casts Protection From Evil (with the left hand) at himself.
A white circle of Protection from Evil springs up around James.
A white circle of Protection from Evil springs up around Fluffy.

	Turn 3:
James (15):	
Fluffy (15):	
White (15):	


White casts Amnesia (with the right hand) up into the air.
Fluffy casts Summon Ogre (with the left hand) at himself.
James casts Lightning Bolt (with both hands) at Fluffy.
Fluffy's Ogre appears by his side.
James's circle of Protection from Evil is beginning to fade.
Fluffy's circle of Protection from Evil is beginning to fade.
The Lightning Bolt staggers Fluffy.
The attack of Lukmoktharel the Ogre is blocked by James's Shield.

	Turn 4:
James (15):	
Fluffy (10):	
White (15):	
Lukmoktharel the Ogre (2)


White casts Shield (with the right hand) at himself.
White casts Summon Troll (with the left hand) at himself.
Fluffy casts Cause Heavy Wounds (with the right hand) at James.
White's Troll appears by his side.
James's circle of Protection from Evil is dimmer now.
Fluffy's circle of Protection from Evil is dimmer now.
The Cause Heavy Wounds spell tears into James.
The attack of Lukmoktharel the Ogre is blocked by White's Shield.
The attack of Rellok the Troll is blocked by James's Shield.

	Turn 5:
James (12):	
Fluffy (10):	
White (15):	
Lukmoktharel the Ogre (2)
Rellok the Troll (3)


White casts Shield (with the left hand) at himself.
Fluffy casts Protection From Evil (with the left hand) at himself.
James casts Shield (with the left hand) at himself.
James's circle of Protection from Evil is nearly gone.
Fluffy's circle of Protection from Evil flares back to full strength.
The attack of Lukmoktharel the Ogre is blocked by James's Shield.
The attack of Rellok the Troll is blocked by James's Shield.

	Turn 6:
James (12):	
Fluffy (10):	
White (15):	
Lukmoktharel the Ogre (2)
Rellok the Troll (3)


White casts Missile (with the right hand) at James.
James casts Dispel Magic (with the left hand) at himself.
The magical energies in the arena fade away.
The Dispel Magic starts to tear Lukmoktharel the Ogre apart.
The Dispel Magic starts to tear Rellok the Troll apart.
The Missile is dispelled.
Fluffy's circle of Protection from Evil is beginning to fade.
Fluffy's circle of Protection flickers out.
The attack of Lukmoktharel the Ogre is blocked by James's Shield.
The attack of Rellok the Troll is blocked by James's Shield.
Lukmoktharel the Ogre has died.
Rellok the Troll has died.

	Turn 7:
James (12):	
Fluffy (10):	
White (15):	


White casts Shield (with the right hand) at himself.
Fluffy casts Cause Heavy Wounds (with the left hand) at James.
James casts Resist Heat (with the right hand) at himself.
The Resist Heat shrouds James in a cool blue veil.
The Cause Heavy Wounds spell tears into James.

	Turn 8:
James (9):	
Fluffy (10):	
White (15):	


Fluffy casts Lightning Bolt (with the right hand) at White.
James casts Protection From Evil (with the left hand) at himself.
A white circle of Protection from Evil springs up around James.
The Lightning Bolt staggers White.

	Turn 9:
James (9):	
Fluffy (10):	
White (10):	


James's circle of Protection from Evil is beginning to fade.

	Turn 10:
James (9):	
Fluffy (10):	
White (10):	


White casts Resist Heat (with the left hand) at himself.
Fluffy casts Protection From Evil (with the left hand) at himself.
James casts Summon Giant (with the right hand) at himself.
James casts Cause Heavy Wounds (with the left hand) at Fluffy.
James's Giant appears by his side.
James's circle of Protection from Evil is dimmer now.
A white circle of Protection from Evil springs up around Fluffy.
The Resist Heat shrouds White in a cool blue veil.
The Cause Heavy Wounds spell tears into Fluffy.
Mogluk the Giant attacks White.

	Turn 11:
James (9):	
Fluffy (7):	
White (6):	
Mogluk the Giant (4)


White casts Fire Storm (with both hands) over the arena.
James casts Shield (with the right hand) at Mogluk the Giant.
James's circle of Protection from Evil is nearly gone.
Fluffy's circle of Protection from Evil is beginning to fade.
The Fire Storm washes over James, who remains unharmed inside his blue aura.
The Fire Storm washes over Fluffy.
The Fire Storm washes over White, who remains unharmed inside his blue aura.
The Fire Storm washes over Mogluk the Giant.
Mogluk the Giant attacks White.
Mogluk the Giant has died.

	Turn 12:
James (9):	
Fluffy (2):	
White (2):	STAB


White stabs (with the right hand) at James.
Fluffy casts Resist Heat (with the right hand) at himself.
Fluffy casts Cause Heavy Wounds (with the left hand) at James.
James casts Counter-Spell (with the right hand) at himself.
James casts Confusion (with the left hand) at Fluffy.
A Counter-Spell flares around James.
The Cause Heavy Wounds is destroyed by the Counter-Spell around James.
The Resist Heat shrouds Fluffy in a cool blue veil.
Fluffy's circle of Protection from Evil is dimmer now.
The Confusion spell curls around Fluffy's mind.
The knife slides off of James's Shield.
Fluffy accidentally makes a wave with his right hand.

	Turn 13:
James (9):	
Fluffy (2):	
White (2):	


White makes the gesture of surrender!
White casts Shield (with the right hand) at himself.
White casts Shield (with the left hand) at himself.
James casts Summon Goblin (with the left hand) at himself.
James's Goblin appears by his side.
Fluffy's circle of Protection from Evil is nearly gone.
The attack of Sna Alper the Goblin is blocked by Fluffy's Shield.

	Turn 14:
James (9):	
Fluffy (2):	STAB
Sna Alper the Goblin (1)


Fluffy stabs (with the right hand) at Sna Alper the Goblin.
James casts Invisibility (with both hands) at himself.
James turns quietly translucent, and fades from view.
The knife strikes Sna Alper the Goblin.
Sna Alper the Goblin attacks Fluffy.
Sna Alper the Goblin has died.

	Turn 15:
James (9):	
Fluffy (1):	


Fluffy casts Shield (with the right hand) at himself.
James casts Missile (with the right hand) at Fluffy.
The Missile shatters on Fluffy's Shield.

	Turn 16:
James (9):	
Fluffy (1):	


Fluffy casts Shield (with the right hand) at himself.
Fluffy casts Lightning Bolt (with the left hand) at James.
James casts Ice Storm (with both hands) over the arena.
Fluffy is unable to see James; his Lightning Bolt goes wild.
The Ice Storm lashes at James.
The Ice Storm lashes at Fluffy.
Fluffy has died!
James is the sole survivor!

+++ James has won +++

spellcast-doc-1.5/spellcast.html/sc4.html0100644000175000017500000003054707606015441016573 0ustar jfsjfs Spellcast Transcript 'sc4'

Spellcast Transcript 'sc4'

Spellcast Game Transcript

James strides defiantly into the arena. The referee casts the formal Dispel Magic and Anti-Spell on him....
Fluffy strides defiantly into the arena. The referee casts the formal Dispel Magic and Anti-Spell on him....
White strides defiantly into the arena. The referee casts the formal Dispel Magic and Anti-Spell on him....

	Turn 0:
James (15):	
Fluffy (15):	
White (15):	


White casts Shield (with the right hand) at himself.

	Turn 1:
James (15):	
Fluffy (15):	
White (15):	


White casts Shield (with the right hand) at himself.
James casts Shield (with the left hand) at himself.

	Turn 2:
James (15):	
Fluffy (15):	
White (15):	


White casts Shield (with the right hand) at himself.
Fluffy casts Protection From Evil (with the right hand) at himself.
Fluffy casts Confusion (with the left hand) at James.
James casts Protection From Evil (with the right hand) at himself.
James casts Anti-Spell (with the left hand) at Fluffy.
A white circle of Protection from Evil springs up around James.
A white circle of Protection from Evil springs up around Fluffy.
The Confusion spell curls around James's mind.
The Anti-Spell jolts Fluffy, causing the magical energies around his hands to flicker.
White says "Boy!! We are really flying!!!!"
James accidentally makes a snap with his left hand.

	Turn 3:
James (15):	
Fluffy (15):	
White (15):	STAB


White stabs (with the right hand) at Fluffy.
White casts Resist Heat (with the left hand) at himself.
James's circle of Protection from Evil is beginning to fade.
Fluffy's circle of Protection from Evil is beginning to fade.
The Resist Heat shrouds White in a cool blue veil.
The knife slides off of Fluffy's Shield.

	Turn 4:
James (15):	
Fluffy (15):	
White (15):	


White casts Shield (with the right hand) at himself.
James casts Cause Heavy Wounds (with the right hand) at White.
James's circle of Protection from Evil is dimmer now.
Fluffy's circle of Protection from Evil is dimmer now.
The Cause Heavy Wounds spell tears into White.

	Turn 5:
James (15):	
Fluffy (15):	
White (12):	


White casts Shield (with the right hand) at himself.
Fluffy casts Confusion (with the left hand) at James.
James casts Shield (with the right hand) at himself.
James casts Missile (with the left hand) at White.
James's circle of Protection from Evil is nearly gone.
Fluffy's circle of Protection from Evil is nearly gone.
The Confusion spell curls around James's mind.
The Missile shatters on White's Shield.
James accidentally makes a palm with his left hand.

	Turn 6:
James (15):	
Fluffy (15):	
White (12):	


James makes the gesture of surrender!
White casts Shield (with the right hand) at himself.
Fluffy casts Summon Goblin (with the left hand) at himself.
James casts Amnesia (with the right hand) at Fluffy.
James casts Shield (with the left hand) at himself.
Fluffy's Goblin appears by his side.
The Amnesia spell curls around Fluffy's mind.
The attack of Ferthi the Goblin is blocked by White's Shield.
In a fit of absent-mindedness, Fluffy repeats his gestures from last turn: wave with the left hand, fingers with the right.

	Turn 7:
Fluffy (15):	
White (12):	
Ferthi the Goblin (1)


White casts Fire Storm (with both hands) over the arena.
The Fire Storm washes over Fluffy.
The Fire Storm washes over White, who remains unharmed inside his blue aura.
The Fire Storm washes over Ferthi the Goblin.
Ferthi the Goblin attacks White.
Ferthi the Goblin has died.

	Turn 8:
Fluffy (10):	
White (11):	


White casts Shield (with the right hand) at himself.
Fluffy casts Paralysis (with the right hand) at White.
Fluffy casts Protection From Evil (with the left hand) at himself.
A white circle of Protection from Evil springs up around Fluffy.
The Paralysis spell curls around White's left hand.
White's left hand is frozen in a digit.

	Turn 9:
Fluffy (10):	
White (11):	


White says "All of a sudden, we have slowed to a halt. Afraid of making the same mistake"
White says "as JAMES!!!! Ha!! Ha!! Ha!!"
White casts Shield (with the right hand) at himself.
White casts Missile (with the left hand) at Fluffy.
Fluffy casts Shield (with the right hand) at himself.
Fluffy's circle of Protection from Evil is beginning to fade.
The Missile shatters on Fluffy's Shield.

	Turn 10:
Fluffy (10):	
White (11):	


Fluffy casts Cause Heavy Wounds (with the left hand) at White.
Fluffy's circle of Protection from Evil is dimmer now.
The Cause Heavy Wounds spell tears into White.
James says "Well I Have to let you win some of the time"
White says "James???? Who the hell is James????"

	Turn 11:
Fluffy (10):	
White (8):	STAB


White stabs (with the right hand) at Fluffy.
White casts Confusion (with the left hand) at Fluffy.
Fluffy's circle of Protection from Evil is nearly gone.
The Confusion spell curls around Fluffy's mind.
The knife slides off of Fluffy's Shield.
Fluffy accidentally makes a snap with his left hand.

	Turn 12:
Fluffy (10):	
White (8):	


White casts Shield (with the right hand) at himself.
Fluffy casts Summon Troll (with the right hand) at himself.
Fluffy's Troll appears by his side.
The attack of Thamakgatha the Troll is blocked by White's Shield.
White says "Thamakgatha? What sort of name is that for a Troll???"

	Turn 13:
Fluffy (10):	
White (8):	
Thamakgatha the Troll (3)


White casts Shield (with the right hand) at himself.
Fluffy casts Missile (with the left hand) at White.
The Missile shatters on White's Shield.
The attack of Thamakgatha the Troll is blocked by White's Shield.

	Turn 14:
Fluffy (10):	
White (8):	
Thamakgatha the Troll (3)


White casts Shield (with the right hand) at himself.
White casts Missile (with the left hand) at Fluffy.
The Missile strikes Fluffy.
The attack of Thamakgatha the Troll is blocked by White's Shield.

	Turn 15:
Fluffy (9):	
White (8):	
Thamakgatha the Troll (3)


White casts Shield (with the right hand) at himself.
White casts Fireball (with the left hand) at Fluffy.
Fluffy casts Lightning Bolt (with both hands) at White.
The Fireball strikes Fluffy.
The Lightning Bolt staggers White.
The attack of Thamakgatha the Troll is blocked by White's Shield.

	Turn 16:
Fluffy (4):	STAB
White (3):	STAB
Thamakgatha the Troll (3)


White stabs (with the right hand) at Fluffy.
White casts Shield (with the left hand) at himself.
Fluffy stabs (with the right hand) at White.
The knife strikes Fluffy.
The knife slides off of White's Shield.
The attack of Thamakgatha the Troll is blocked by White's Shield.

	Turn 17:
Fluffy (3):	
White (3):	
Thamakgatha the Troll (3)


White says "Hurry Up!!! Your end is nigh!!!!!"
White casts Shield (with the right hand) at himself.
Fluffy casts Shield (with the right hand) at himself.
The attack of Thamakgatha the Troll is blocked by White's Shield.
White says "SHields all round!!!!!"

	Turn 18:
Fluffy (3):	
White (3):	
Thamakgatha the Troll (3)


White casts Shield (with the right hand) at himself.
White casts Missile (with the left hand) at Fluffy.
Fluffy casts Shield (with the right hand) at himself.
Fluffy casts Confusion (with the left hand) at White.
The Confusion spell curls around White's mind.
The Missile shatters on Fluffy's Shield.
The attack of Thamakgatha the Troll is blocked by White's Shield.
White accidentally makes a clap with his left hand.

	Turn 19:
Fluffy (3):	STAB
White (3):	
Thamakgatha the Troll (3)


White casts Shield (with the right hand) at himself.
Fluffy casts Shield (with the right hand) at himself.
Fluffy stabs (with the left hand) at White.
The knife slides off of White's Shield.
The attack of Thamakgatha the Troll is blocked by White's Shield.

	Turn 20:
Fluffy (3):	
White (3):	
Thamakgatha the Troll (3)


White casts Shield (with the right hand) at himself.
Fluffy casts Shield (with the right hand) at himself.
The attack of Thamakgatha the Troll is blocked by White's Shield.

	Turn 21:
Fluffy (3):	
White (3):	STAB
Thamakgatha the Troll (3)


White stabs (with the right hand) at Fluffy.
White casts Shield (with the left hand) at himself.
Fluffy casts Shield (with the right hand) at himself.
The knife slides off of Fluffy's Shield.
The attack of Thamakgatha the Troll is blocked by White's Shield.

	Turn 22:
Fluffy (3):	
White (3):	
Thamakgatha the Troll (3)


White casts Shield (with the right hand) at himself.
Fluffy casts Shield (with the right hand) at himself.
Fluffy casts Confusion (with the left hand) at White.
The Confusion spell curls around White's mind.
The attack of Thamakgatha the Troll is blocked by White's Shield.
White accidentally makes a palm with his right hand.

	Turn 23:
Fluffy (3):	
White (3):	
Thamakgatha the Troll (3)


White casts Shield (with the right hand) at himself.
White casts Missile (with the left hand) at Fluffy.
Fluffy casts Shield (with the right hand) at himself.
Fluffy casts Summon Goblin (with the left hand) at himself.
Fluffy's Goblin appears by his side.
The Missile shatters on Fluffy's Shield.
The attack of Thamakgatha the Troll is blocked by White's Shield.
The attack of Snial the Goblin is blocked by White's Shield.

	Turn 24:
Fluffy (3):	
White (3):	
Thamakgatha the Troll (3)
Snial the Goblin (1)


White says "I think I'll have the Troll"
White casts Shield (with the right hand) at himself.
White casts Charm Monster (with the left hand) at Thamakgatha the Troll.
Fluffy casts Shield (with the left hand) at himself.
The Charm Monster spell curls around Thamakgatha the Troll, and he smiles dopily at White.
White says "I think MY troll will attack Fluffy!!!!"
The attack of Thamakgatha the Troll is blocked by Fluffy's Shield.
The attack of Snial the Goblin is blocked by White's Shield.

	Turn 25:
Fluffy (3):	
White (3):	
Thamakgatha the Troll (3)
Snial the Goblin (1)


Fluffy casts Shield (with the right hand) at himself.
The attack of Thamakgatha the Troll is blocked by Fluffy's Shield.
Snial the Goblin attacks White.

	Turn 26:
Fluffy (3):	
White (2):	STAB
Thamakgatha the Troll (3)
Snial the Goblin (1)


White says "I'm going up!!!! While your going down!!!!!"
White stabs (with the right hand) at Fluffy.
White casts Cure Light Wounds (with the left hand) at himself.
Fluffy casts Shield (with the right hand) at himself.
Fluffy casts Cause Heavy Wounds (with the left hand) at White.
The knife slides off of Fluffy's Shield.
The Cause Heavy Wounds spell tears into White.
The Cure Light Wounds spell weaves around White, and his wounds fade.
The attack of Thamakgatha the Troll is blocked by Fluffy's Shield.
Snial the Goblin attacks White.
White has died!
Fluffy is the sole survivor!

+++ Fluffy has won +++

Fluffy says "I always said sheep were really clever :)"
White says "You B*?$#&D!!!!"
Fluffy says "Baaaaaa!"
spellcast-doc-1.5/spellcast.html/sc5.html0100644000175000017500000003106707606015442016573 0ustar jfsjfs Spellcast Transcript 'sc5'

Spellcast Transcript 'sc5'

Spellcast Game Transcript

James strides defiantly into the arena. The referee casts the formal Dispel Magic and Anti-Spell on him....
Fluffy strides defiantly into the arena. The referee casts the formal Dispel Magic and Anti-Spell on him....
White strides defiantly into the arena. The referee casts the formal Dispel Magic and Anti-Spell on him....

	Turn 0:
James (15):	
Fluffy (15):	
White (15):	


White casts Shield (with the right hand) at himself.

	Turn 1:
James (15):	
Fluffy (15):	
White (15):	


White casts Shield (with the right hand) at himself.
James casts Shield (with the right hand) at himself.

	Turn 2:
James (15):	
Fluffy (15):	
White (15):	


White casts Shield (with the right hand) at himself.
Fluffy casts Cause Light Wounds (with the left hand) at White.
James casts Counter-Spell (with the right hand) at himself.
James casts Confusion (with the left hand) at White.
A Counter-Spell flares around James.
The Confusion spell curls around White's mind.
The Cause Light Wounds spell tears into White.
White accidentally makes a wave with his left hand.

	Turn 3:
James (15):	
Fluffy (15):	
White (13):	


White casts Shield (with the right hand) at himself.
Fluffy casts Resist Heat (with the right hand) at himself.
James casts Summon Goblin (with the left hand) at himself.
James's Goblin appears by his side.
The Resist Heat shrouds Fluffy in a cool blue veil.
Erllepal the Goblin attacks Fluffy.

	Turn 4:
James (15):	
Fluffy (14):	
White (13):	STAB
Erllepal the Goblin (1)


White stabs (with the right hand) at Erllepal the Goblin.
White casts Shield (with the left hand) at himself.
James casts Invisibility (with both hands) at himself.
James turns quietly translucent, and fades from view.
The knife strikes Erllepal the Goblin.
Erllepal the Goblin attacks Fluffy.
Erllepal the Goblin has died.

	Turn 5:
James (15):	
Fluffy (13):	
White (13):	


White says "I am just going outside...... I may be some time........"
Fluffy casts Summon Giant (with the left hand) at himself.
James casts Missile (with the right hand) at White.
Fluffy's Giant appears by his side.
The Missile strikes White.
Korug the Giant tries to attack James, but cannot see him.

	Turn 6:
James (15):	
Fluffy (13):	
White (12):	
Korug the Giant (4)


White makes the gesture of surrender!
White casts Shield (with the right hand) at himself.
White casts Shield (with the left hand) at himself.
Fluffy casts Summon Giant (with the right hand) at himself.
James casts Ice Storm (with both hands) over the arena.
Fluffy's Giant appears by his side.
The Ice Storm lashes at James.
The Ice Storm lashes at Fluffy.
The Ice Storm lashes at White.
The Ice Storm lashes at Korug the Giant.
The Ice Storm lashes at Gauk Mosgulug the Giant.
Korug the Giant tries to attack James, but cannot see him.
Gauk Mosgulug the Giant tries to attack James, but cannot see him.
Korug the Giant has died.
Gauk Mosgulug the Giant has died.

	Turn 7:
James (10):	
Fluffy (8):	


A James-shaped shadow appears, and he rapidly becomes fully visible.

	Turn 8:
James (10):	
Fluffy (8):	


James casts Shield (with the left hand) at himself.

	Turn 9:
James (10):	
Fluffy (8):	


James casts Confusion (with the right hand) at Fluffy.
James casts Dispel Magic (with the left hand) at himself.
The magical energies in the arena fade away.
The corpse of Erllepal the Goblin disintegrates, destroyed by the Dispel Magic.
The corpse of Korug the Giant disintegrates, destroyed by the Dispel Magic.
The corpse of Gauk Mosgulug the Giant disintegrates, destroyed by the Dispel Magic.
The Confusion is dispelled.
Fluffy's blue aura of Resist Heat fades away.

	Turn 10:
James (10):	
Fluffy (8):	


Fluffy casts Protection From Evil (with the right hand) at himself.
Fluffy casts Fear (with the left hand) at James.
A white circle of Protection from Evil springs up around Fluffy.
The Fear spell curls around James's mind.
Terrified, James does nothing with his right hand.

	Turn 11:
James (10):	
Fluffy (8):	


James casts Protection From Evil (with the left hand) at himself.
A white circle of Protection from Evil springs up around James.
Fluffy's circle of Protection from Evil is beginning to fade.

	Turn 12:
James (10):	
Fluffy (8):	


Fluffy casts Lightning Bolt (with both hands) at James.
James casts Counter-Spell (with the left hand) at himself.
A Counter-Spell flares around James.
The Lightning Bolt is destroyed by the Counter-Spell around James.
James's circle of Protection from Evil is beginning to fade.
Fluffy's circle of Protection from Evil is dimmer now.

	Turn 13:
James (10):	
Fluffy (8):	


James's circle of Protection from Evil is dimmer now.
Fluffy's circle of Protection from Evil is nearly gone.

	Turn 14:
James (10):	
Fluffy (8):	


James casts Invisibility (with both hands) at himself.
James's circle of Protection from Evil is nearly gone.
James turns quietly translucent, and fades from view.

	Turn 15:
James (10):	
Fluffy (8):	


Fluffy casts Fear (with the right hand) at James.
Fluffy casts Confusion (with the left hand) at James.
James casts Shield (with the left hand) at himself.
Fluffy is unable to see James; his Fear goes wild.
Fluffy is unable to see James; his Confusion goes wild.

	Turn 16:
James (10):	
Fluffy (8):	


Fluffy casts Summon Goblin (with the left hand) at himself.
James casts Anti-Spell (with the left hand) at Fluffy.
Fluffy's Goblin appears by his side.
The Anti-Spell jolts Fluffy, causing the magical energies around his hands to flicker.
Egfi the Goblin tries to attack James, but cannot see him.

	Turn 17:
James (10):	
Fluffy (8):	
Egfi the Goblin (1)


Fluffy casts Shield (with the right hand) at himself.
James casts Protection From Evil (with the right hand) at himself.
A white circle of Protection from Evil springs up around James.
A James-shaped shadow appears, and he rapidly becomes fully visible.
The attack of Egfi the Goblin is blocked by James's Shield.

	Turn 18:
James (10):	
Fluffy (8):	
Egfi the Goblin (1)


James's circle of Protection from Evil is beginning to fade.
The attack of Egfi the Goblin is blocked by James's Shield.

	Turn 19:
James (10):	
Fluffy (8):	
Egfi the Goblin (1)


Fluffy casts Shield (with the right hand) at himself.
Fluffy casts Counter-Spell (with the left hand) at himself.
James casts Cause Heavy Wounds (with the right hand) at Fluffy.
James casts Missile (with the left hand) at Egfi the Goblin.
A Counter-Spell flares around Fluffy.
The Shield is destroyed by the Counter-Spell around Fluffy.
The Cause Heavy Wounds is destroyed by the Counter-Spell around Fluffy.
James's circle of Protection from Evil is dimmer now.
The Missile strikes Egfi the Goblin.
The attack of Egfi the Goblin is blocked by James's Shield.
Egfi the Goblin has died.

	Turn 20:
James (10):	
Fluffy (8):	


Fluffy casts Shield (with the right hand) at himself.
James casts Shield (with the right hand) at himself.
James casts Fireball (with the left hand) at Fluffy.
James's circle of Protection from Evil is nearly gone.
The Fireball strikes Fluffy.

	Turn 21:
James (10):	
Fluffy (3):	


Fluffy casts Fear (with the left hand) at James.
James casts Amnesia (with the right hand) at Fluffy.
The Fear spell curls around James's mind.
The Amnesia spell curls around Fluffy's mind.
James is terrified, but manages his gestures anyway.
In a fit of absent-mindedness, Fluffy repeats his gestures from last turn: digit with the left hand, snap with the right.

	Turn 22:
James (10):	
Fluffy (3):	



	Turn 23:
James (10):	STAB
Fluffy (3):	


James stabs (with the right hand) at Fluffy.
James casts Counter-Spell (with the left hand) at himself.
A Counter-Spell flares around James.
The knife strikes Fluffy.

	Turn 24:
James (10):	STAB
Fluffy (2):	


Fluffy casts Summon Goblin (with the right hand) at himself.
Fluffy casts Shield (with the left hand) at himself.
James stabs (with the right hand) at Fluffy.
James casts Missile (with the left hand) at Fluffy.
Fluffy's Goblin appears by his side.
The knife slides off of Fluffy's Shield.
The Missile shatters on Fluffy's Shield.
Per Antha the Goblin attacks James.

	Turn 25:
James (9):	
Fluffy (2):	
Per Antha the Goblin (1)


Fluffy casts Shield (with the right hand) at himself.
Fluffy casts Cure Heavy Wounds (with the left hand) at himself.
James casts Shield (with the left hand) at himself.
The Cure Heavy Wounds spell weaves around Fluffy, and his wounds heal.
The attack of Per Antha the Goblin is blocked by James's Shield.

	Turn 26:
James (9):	STAB
Fluffy (4):	
Per Antha the Goblin (1)


Fluffy casts Counter-Spell (with the right hand) at himself.
James casts Shield (with the right hand) at himself.
James stabs (with the left hand) at Per Antha the Goblin.
A Counter-Spell flares around Fluffy.
The knife strikes Per Antha the Goblin.
The attack of Per Antha the Goblin is blocked by James's Shield.
Per Antha the Goblin has died.

	Turn 27:
James (9):	
Fluffy (4):	


Fluffy casts Protection From Evil (with the left hand) at himself.
James casts Shield (with the left hand) at himself.
A white circle of Protection from Evil springs up around Fluffy.

	Turn 28:
James (9):	
Fluffy (4):	


James casts Cause Heavy Wounds (with the right hand) at Fluffy.
James casts Shield (with the left hand) at himself.
Fluffy's circle of Protection from Evil is beginning to fade.
The Cause Heavy Wounds spell tears into Fluffy.

	Turn 29:
James (9):	STAB
Fluffy (1):	


James casts Shield (with the right hand) at himself.
James stabs (with the left hand) at Fluffy.
Fluffy's circle of Protection from Evil is dimmer now.
The knife slides off of Fluffy's Shield.

	Turn 30:
James (9):	STAB
Fluffy (1):	


Fluffy casts Shield (with the left hand) at himself.
James casts Amnesia (with the right hand) at Fluffy.
James stabs (with the left hand) at Fluffy.
Fluffy's circle of Protection from Evil is nearly gone.
The Amnesia spell curls around Fluffy's mind.
The knife slides off of Fluffy's Shield.
In a fit of absent-mindedness, Fluffy repeats his gestures from last turn: palm with the left hand, snap with the right.

	Turn 31:
James (9):	
Fluffy (1):	


Fluffy casts Counter-Spell (with the left hand) at James.
A Counter-Spell flares around James.

	Turn 32:
James (9):	
Fluffy (1):	


Fluffy casts Shield (with the left hand) at himself.
James casts Invisibility (with both hands) at himself.
James turns quietly translucent, and fades from view.

	Turn 33:
James (9):	
Fluffy (1):	


James casts Missile (with the right hand) at Fluffy.
The Missile strikes Fluffy.
Fluffy has died!
James is the sole survivor!

+++ James has won +++

spellcast-doc-1.5/spellcast.html/sc6.html0100644000175000017500000003671507606015442016601 0ustar jfsjfs Spellcast Transcript 'sc6'

Spellcast Transcript 'sc6'

Spellcast Game Transcript

James strides defiantly into the arena. The referee casts the formal Dispel Magic and Anti-Spell on him....
Fluffy strides defiantly into the arena. The referee casts the formal Dispel Magic and Anti-Spell on him....
White strides defiantly into the arena. The referee casts the formal Dispel Magic and Anti-Spell on him....

	Turn 0:
James (15):	
Fluffy (15):	
White (15):	


James casts Shield (with the right hand) at himself.

	Turn 1:
James (15):	
Fluffy (15):	
White (15):	


White casts Shield (with the right hand) at himself.
James casts Shield (with the right hand) at himself.

	Turn 2:
James (15):	
Fluffy (15):	
White (15):	


White casts Shield (with the right hand) at himself.
Fluffy casts Protection From Evil (with the right hand) at himself.
Fluffy casts Confusion (with the left hand) at White.
James casts Shield (with the right hand) at himself.
James casts Counter-Spell (with the left hand) at himself.
A Counter-Spell flares around James.
The Shield is destroyed by the Counter-Spell around James.
A white circle of Protection from Evil springs up around Fluffy.
The Confusion spell curls around White's mind.
White accidentally makes a snap with his right hand.

	Turn 3:
James (15):	
Fluffy (15):	
White (15):	


Fluffy casts Summon Goblin (with the left hand) at himself.
Fluffy's Goblin appears by his side.
Fluffy's circle of Protection from Evil is beginning to fade.
Snu Eg the Goblin attacks White.

	Turn 4:
James (15):	
Fluffy (15):	
White (14):	
Snu Eg the Goblin (1)


White casts Shield (with the right hand) at himself.
White casts Summon Elemental (with the left hand) at himself.
James casts Invisibility (with both hands) at himself.
A blazing Fire Elemental materializes above White.
Fluffy's circle of Protection from Evil is dimmer now.
James turns quietly translucent, and fades from view.
Snu Eg the Goblin attacks Luklugga Ak the Fiery.
Luklugga Ak the Fiery hurls fire at James.
The attack of Luklugga Ak the Fiery is blocked by Fluffy's Shield.
The attack of Luklugga Ak the Fiery is blocked by White's Shield.
Luklugga Ak the Fiery hurls fire at Snu Eg the Goblin.
Snu Eg the Goblin has died.

	Turn 5:
James (12):	
Fluffy (15):	
White (14):	
Luklugga Ak the Fiery (2)


White casts Shield (with the left hand) at himself.
Fluffy casts Cause Light Wounds (with the left hand) at White.
James casts Shield (with the right hand) at himself.
Fluffy's circle of Protection from Evil is nearly gone.
The Cause Light Wounds spell tears into White.
The attack of Luklugga Ak the Fiery is blocked by James's Shield.
The attack of Luklugga Ak the Fiery is blocked by Fluffy's Shield.
The attack of Luklugga Ak the Fiery is blocked by White's Shield.
White says "Mint Sauce!!!!! Mint Sauce!!!!!"

	Turn 6:
James (12):	
Fluffy (15):	
White (12):	
Luklugga Ak the Fiery (2)


White casts Missile (with the right hand) at Fluffy.
White casts Shield (with the left hand) at himself.
Fluffy casts Protection From Evil (with the right hand) at himself.
James casts Ice Storm (with both hands) over the arena.
The Fire Elemental is dispersed into the Ice Storm, destroying both.
A white circle of Protection from Evil springs up around Fluffy.
The Missile shatters on Fluffy's Shield.
Fluffy says "Ha Ha!"
White says "Come here little sheep!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!"

	Turn 7:
James (12):	
Fluffy (15):	
White (12):	


White casts Charm Person (with the right hand) at Fluffy.
White casts Shield (with the left hand) at himself.
James casts Magic Mirror (with both hands) at himself.
A Magic Mirror swirls around James.
Fluffy's circle of Protection from Evil is beginning to fade.
A James-shaped shadow appears, and he rapidly becomes fully visible.
The Charm Person spell curls around Fluffy's left hand.
Fluffy mysteriously makes a snap with his left hand.

	Turn 8:
James (12):	
Fluffy (15):	
White (12):	


White casts Shield (with the right hand) at himself.
Fluffy's circle of Protection from Evil is dimmer now.

	Turn 9:
James (12):	
Fluffy (15):	
White (12):	STAB


White stabs (with the right hand) at James.
White casts Shield (with the left hand) at himself.
Fluffy casts Cause Light Wounds (with the right hand) at James.
James casts Protection From Evil (with the right hand) at himself.
A white circle of Protection from Evil springs up around James.
Fluffy's circle of Protection from Evil is nearly gone.
The knife slides off of James's Shield.
The Cause Light Wounds spell tears into James.

	Turn 10:
James (10):	
Fluffy (15):	
White (12):	STAB


White stabs (with the right hand) at Fluffy.
White casts Amnesia (with the left hand) at Fluffy.
Fluffy casts Resist Cold (with the left hand) at himself.
James casts Lightning Bolt (with both hands) at Fluffy.
James's circle of Protection from Evil is beginning to fade.
The Resist Cold shrouds Fluffy in a warm pink veil.
The Amnesia spell curls around Fluffy's mind.
The knife strikes Fluffy.
The Lightning Bolt staggers Fluffy.
In a fit of absent-mindedness, Fluffy repeats his gestures from last turn: palm with the left hand, snap with the right.

	Turn 11:
James (10):	
Fluffy (9):	
White (12):	


White casts Shield (with the right hand) at himself.
Fluffy casts Shield (with the left hand) at himself.
James's circle of Protection from Evil is dimmer now.

	Turn 12:
James (10):	
Fluffy (9):	
White (12):	STAB


White stabs (with the right hand) at Fluffy.
White casts Shield (with the left hand) at himself.
Fluffy casts Missile (with the right hand) at James.
James casts Shield (with the left hand) at himself.
James's circle of Protection from Evil is nearly gone.
The Missile shatters on James's Shield.
The knife strikes Fluffy.

	Turn 13:
James (10):	
Fluffy (8):	
White (12):	


White says "Has FLUFFY caught mad sheep disease???? Lost his memory?????"
White casts Shield (with the right hand) at himself.
Fluffy casts Shield (with the right hand) at himself.
James casts Confusion (with the right hand) at Fluffy.
James casts Dispel Magic (with the left hand) at himself.
The magical energies in the arena fade away.
The corpse of Snu Eg the Goblin disintegrates, destroyed by the Dispel Magic.
The Shield is dispelled.
The Shield is dispelled.
The Confusion is dispelled.
Fluffy's pink aura of Resist Cold fades away.

	Turn 14:
James (10):	
Fluffy (8):	
White (12):	


White says "You're going to wish you had that warm jacket on a little longer!!!!"
White casts Shield (with the right hand) at himself.
White casts Cause Heavy Wounds (with the left hand) at James.
Fluffy casts Amnesia (with the right hand) at White.
James casts Shield (with the left hand) at himself.
The Amnesia spell curls around White's mind.
The Cause Heavy Wounds spell tears into James.
In a fit of absent-mindedness, White repeats his gestures from last turn: digit with the left hand, palm with the right.

	Turn 15:
James (7):	
Fluffy (8):	
White (12):	


White casts Shield (with the right hand) at himself.
Fluffy casts Summon Goblin (with the left hand) at himself.
James casts Paralysis (with the right hand) at Fluffy.
Fluffy's Goblin appears by his side.
The Paralysis spell curls around Fluffy's right hand.
The attack of Fifir the Goblin is blocked by White's Shield.
Fluffy's right hand is frozen in a palm.

	Turn 16:
James (7):	
Fluffy (8):	
White (12):	
Fifir the Goblin (1)


White casts Shield (with the right hand) at himself.
Fluffy casts Shield (with the right hand) at himself.
James casts Disease (with both hands) at White.
White sneezes loudly.
Fifir the Goblin attacks James.
White says "I feel weaker!!!!!"

	Turn 17:
James (6):	STAB
Fluffy (8):	
White (12):	
Fifir the Goblin (1)


James stabs (with the right hand) at Fifir the Goblin.
James casts Shield (with the left hand) at himself.
The knife strikes Fifir the Goblin.
Fifir the Goblin attacks White.
White starts to look hot and flushed.
Fifir the Goblin has died.

	Turn 18:
James (6):	
Fluffy (8):	
White (11):	


White casts Shield (with the right hand) at himself.
Fluffy casts Ice Storm (with both hands) over the arena.
The Ice Storm lashes at James.
The Ice Storm lashes at Fluffy.
The Ice Storm lashes at White.
White looks even more flushed.

	Turn 19:
James (1):	
Fluffy (3):	
White (6):	STAB


White stabs (with the right hand) at James.
White casts Shield (with the left hand) at himself.
Fluffy casts Shield (with the right hand) at himself.
James casts Shield (with the right hand) at himself.
The knife slides off of James's Shield.
White is flushed and sweating, and seems to be somewhat unsteady on his feet.

	Turn 20:
James (1):	
Fluffy (3):	
White (6):	


White casts Shield (with the right hand) at himself.
White casts Dispel Magic (with the left hand) at himself.
Fluffy casts Shield (with the left hand) at himself.
James casts Shield (with the left hand) at himself.
The magical energies in the arena fade away.
The corpse of Fifir the Goblin disintegrates, destroyed by the Dispel Magic.
The Shield is dispelled.
The Shield is dispelled.
The Shield is dispelled.
White seems to have stopped shivering, and his skin is no longer flushed and damp.

	Turn 21:
James (1):	
Fluffy (3):	
White (6):	STAB


White stabs (with the right hand) at Fluffy.
White casts Shield (with the left hand) at himself.
Fluffy casts Missile (with the right hand) at James.
James casts Shield (with the right hand) at himself.
James casts Cure Heavy Wounds (with the left hand) at himself.
The Missile shatters on James's Shield.
The knife strikes Fluffy.
The Cure Heavy Wounds spell weaves around James, and his wounds heal.

	Turn 22:
James (3):	
Fluffy (2):	
White (6):	


White casts Shield (with the right hand) at himself.
Fluffy casts Shield (with the right hand) at himself.
Fluffy casts Cause Heavy Wounds (with the left hand) at White.
James casts Shield (with the left hand) at himself.
The Cause Heavy Wounds spell tears into White.

	Turn 23:
James (3):	
Fluffy (2):	
White (3):	


White casts Shield (with the right hand) at himself.
White casts Cause Heavy Wounds (with the left hand) at Fluffy.
Fluffy casts Amnesia (with the right hand) at White.
James casts Counter-Spell (with the left hand) at himself.
A Counter-Spell flares around James.
The Amnesia spell curls around White's mind.
The Cause Heavy Wounds spell tears into Fluffy.
Fluffy has died!
White says "Bye BYe Blackbird!!!!!"
Fluffy says "Bum!"
In a fit of absent-mindedness, White repeats his gestures from last turn: digit with the left hand, palm with the right.

	Turn 24:
James (3):	
White (3):	


White casts Shield (with the right hand) at himself.
James casts Shield (with the right hand) at himself.

	Turn 25:
James (3):	
White (3):	


James casts Cure Heavy Wounds (with the right hand) at himself.
James casts Shield (with the left hand) at himself.
The Cure Heavy Wounds spell weaves around James, and his wounds heal.

	Turn 26:
James (5):	
White (3):	


James casts Shield (with the right hand) at himself.

	Turn 27:
James (5):	
White (3):	


James casts Counter-Spell (with the right hand) at White.
James casts Cause Heavy Wounds (with the left hand) at White.
A Counter-Spell flares around White.
The Cause Heavy Wounds is destroyed by the Counter-Spell around White.
James says "RATS!!!!!!"

	Turn 28:
James (5):	
White (3):	



	Turn 29:
James (5):	
White (3):	


White casts Poison (with the left hand) at James.
James casts Missile (with the right hand) at White.
James casts Missile (with the left hand) at White.
James suddenly looks somewhat pale.
The two Missiles strike White.

	Turn 30:
James (5):	STAB
White (1):	


White casts Shield (with the right hand) at himself.
James stabs (with the right hand) at White.
The knife slides off of White's Shield.
James is looking pale.

	Turn 31:
James (5):	
White (1):	


White casts Amnesia (with the right hand) at James.
White casts Cure Light Wounds (with the left hand) at himself.
James casts Shield (with the right hand) at himself.
The Amnesia spell curls around James's mind.
The Cure Light Wounds spell weaves around White, and his wounds fade.
James is looking very pale and weak.
In a fit of absent-mindedness, James repeats his gestures from last turn: fingers with the left hand, palm with the right.

	Turn 32:
James (5):	
White (2):	


James casts Shield (with the right hand) at himself.
James casts Paralysis (with the left hand) at White.
The Paralysis spell curls around White's left hand.
James is white as a sheet, and seems a little unsteady.
White's left hand is frozen in a digit.

	Turn 33:
James (5):	STAB
White (2):	


White casts Shield (with the right hand) at himself.
James stabs (with the left hand) at White.
The knife slides off of White's Shield.
James is having difficulty staying on his feet.

	Turn 34:
James (5):	STAB
White (2):	


White casts Lightning Bolt (with both hands) at James.
James stabs (with the left hand) at White.
The Lightning Bolt staggers James.
The knife strikes White.
James has died!
White is the sole survivor!

+++ White has won +++

spellcast-doc-1.5/spellcast.html/sc7.html0100644000175000017500000002262307606015443016574 0ustar jfsjfs Spellcast Transcript 'sc7'

Spellcast Transcript 'sc7'

Spellcast Game Transcript

James strides defiantly into the arena. The referee casts the formal Dispel Magic and Anti-Spell on him....
Fluffy strides defiantly into the arena. The referee casts the formal Dispel Magic and Anti-Spell on him....
White strides defiantly into the arena. The referee casts the formal Dispel Magic and Anti-Spell on him....

	Turn 0:
James (15):	
Fluffy (15):	
White (15):	


White casts Shield (with the right hand) at himself.

	Turn 1:
James (15):	
Fluffy (15):	
White (15):	


White casts Shield (with the right hand) at himself.
Fluffy casts Shield (with the left hand) at himself.

	Turn 2:
James (15):	
Fluffy (15):	
White (15):	


White casts Shield (with the right hand) at himself.
Fluffy casts Protection From Evil (with the right hand) at himself.
James casts Counter-Spell (with the left hand) at himself.
A Counter-Spell flares around James.
A white circle of Protection from Evil springs up around Fluffy.

	Turn 3:
James (15):	
Fluffy (15):	
White (15):	STAB


White stabs (with the right hand) at James.
White casts Resist Heat (with the left hand) at himself.
James casts Shield (with the left hand) at himself.
Fluffy's circle of Protection from Evil is beginning to fade.
The Resist Heat shrouds White in a cool blue veil.
The knife slides off of James's Shield.

	Turn 4:
James (15):	
Fluffy (15):	
White (15):	


White casts Shield (with the right hand) at himself.
Fluffy casts Summon Troll (with the left hand) at himself.
James casts Lightning Bolt (with the right hand) at White.
James casts Anti-Spell (with the left hand) at Fluffy.
Fluffy's Troll appears by his side.
Fluffy's circle of Protection from Evil is dimmer now.
The Anti-Spell jolts Fluffy, causing the magical energies around his hands to flicker.
The Lightning Bolt staggers White.
Kimasgulmos the Troll attacks James.

	Turn 5:
James (12):	STAB
Fluffy (15):	
White (10):	
Kimasgulmos the Troll (3)


White casts Shield (with the left hand) at himself.
James stabs (with the right hand) at Kimasgulmos the Troll.
James casts Shield (with the left hand) at himself.
Fluffy's circle of Protection from Evil is nearly gone.
The knife strikes Kimasgulmos the Troll.
The attack of Kimasgulmos the Troll is blocked by White's Shield.

	Turn 6:
James (12):	
Fluffy (15):	
White (10):	
Kimasgulmos the Troll (2)


White casts Shield (with the right hand) at himself.
James casts Shield (with the right hand) at himself.
The attack of Kimasgulmos the Troll is blocked by White's Shield.

	Turn 7:
James (12):	
Fluffy (15):	
White (10):	
Kimasgulmos the Troll (2)


White casts Shield (with the right hand) at himself.
Fluffy casts Protection From Evil (with the right hand) at himself.
James casts Missile (with the left hand) at Kimasgulmos the Troll.
A white circle of Protection from Evil springs up around Fluffy.
The Missile strikes Kimasgulmos the Troll.
Kimasgulmos the Troll attacks James.

	Turn 8:
James (9):	
Fluffy (15):	
White (10):	
Kimasgulmos the Troll (1)


White casts Shield (with the right hand) at himself.
Fluffy casts Resist Heat (with the left hand) at himself.
James casts Permanency (with the left hand) at himself.
The Resist Heat shrouds Fluffy in a cool blue veil.
Fluffy's circle of Protection from Evil is beginning to fade.
The Permanency spreads out around James.
Kimasgulmos the Troll attacks James.

	Turn 9:
James (6):	
Fluffy (15):	
White (10):	
Kimasgulmos the Troll (1)


White casts Shield (with the right hand) at himself.
James casts Permanent Confusion (with the right hand) at Fluffy.
James casts Shield (with the left hand) at himself.
Fluffy's circle of Protection from Evil is dimmer now.
The Confusion spell curls around Fluffy's mind.
The attack of Kimasgulmos the Troll is blocked by James's Shield.
James says "Time for ye opld counter spell me thinks :)"
Fluffy accidentally makes a wave with his left hand.

	Turn 10:
James (6):	
Fluffy (15):	
White (10):	
Kimasgulmos the Troll (1)


White casts Shield (with the right hand) at himself.
White casts Finger of Death (with the left hand) at Fluffy.
James casts Summon Goblin (with the right hand) at himself.
James casts Counter-Spell (with the left hand) at himself.
A Counter-Spell flares around James.
The Summon Goblin is destroyed by the Counter-Spell around James.
Fluffy's circle of Protection from Evil is nearly gone.
Fluffy is still afflicted with Confusion.
Fluffy turns very pale and drops to his knees, clutching at his chest....
White says "BYE BYE!!!!!!!!!!!!"
The attack of Kimasgulmos the Troll is blocked by White's Shield.
Fluffy has died!
Fluffy says "                                                                                                                                                "
Fluffy says "Git!"
White says "Dog eat Dog!!!!"

	Turn 11:
James (6):	
White (10):	
Kimasgulmos the Troll (1)


White casts Shield (with the right hand) at himself.
James casts Shield (with the left hand) at himself.

	Turn 12:
James (6):	
White (10):	
Kimasgulmos the Troll (1)


White casts Shield (with the right hand) at himself.
James casts Protection From Evil (with the right hand) at himself.
A white circle of Protection from Evil springs up around James.

	Turn 13:
James (6):	
White (10):	
Kimasgulmos the Troll (1)


White casts Shield (with the right hand) at himself.
James casts Shield (with the left hand) at himself.
James's circle of Protection from Evil is beginning to fade.

	Turn 14:
James (6):	
White (10):	
Kimasgulmos the Troll (1)


White casts Fire Storm (with both hands) over the arena.
James casts Cause Heavy Wounds (with the right hand) at White.
James casts Anti-Spell (with the left hand) at White.
James's circle of Protection from Evil is dimmer now.
The Anti-Spell jolts White, causing the magical energies around his hands to flicker.
The Fire Storm washes over James.
The Cause Heavy Wounds spell tears into White.
The Fire Storm washes over White, who remains unharmed inside his blue aura.
The Fire Storm washes over Kimasgulmos the Troll.
Kimasgulmos the Troll has died.

	Turn 15:
James (1):	
White (7):	STAB


White casts Shield (with the right hand) at himself.
White stabs (with the left hand) at James.
James's circle of Protection from Evil is nearly gone.
The knife slides off of James's Shield.

	Turn 16:
James (1):	
White (7):	STAB


White casts Shield (with the right hand) at himself.
White stabs (with the left hand) at James.
James casts Shield (with the right hand) at himself.
The knife slides off of James's Shield.

	Turn 17:
James (1):	
White (7):	


White casts Shield (with the right hand) at himself.
James casts Cure Heavy Wounds (with the right hand) at himself.
James casts Protection From Evil (with the left hand) at himself.
A white circle of Protection from Evil springs up around James.
The Cure Heavy Wounds spell weaves around James, and his wounds heal.

	Turn 18:
James (3):	
White (7):	STAB


White stabs (with the right hand) at James.
White casts Shield (with the left hand) at himself.
James's circle of Protection from Evil is beginning to fade.
The knife slides off of James's Shield.
White says "You did it again you BASKET!!!!!"

	Turn 19:
James (3):	
White (7):	


White casts Shield (with the right hand) at himself.
James casts Cause Heavy Wounds (with the left hand) at White.
James's circle of Protection from Evil is dimmer now.
The Cause Heavy Wounds spell tears into White.

	Turn 20:
James (3):	
White (4):	


White casts Shield (with the right hand) at himself.
White casts Cause Heavy Wounds (with the left hand) at James.
James casts Resist Heat (with the right hand) at himself.
The Resist Heat shrouds James in a cool blue veil.
James's circle of Protection from Evil is nearly gone.
The Cause Heavy Wounds spell tears into James.
James has died!
White is the sole survivor!

+++ White has won +++

White says "Hooooooooray!!!!!!!!"
spellcast-doc-1.5/spellcast.html/sc8.html0100644000175000017500000001425307606015443016575 0ustar jfsjfs Spellcast Transcript 'sc8'

Spellcast Transcript 'sc8'

Spellcast Game Transcript

James strides defiantly into the arena. The referee casts the formal Dispel Magic and Anti-Spell on him....
Fluffy strides defiantly into the arena. The referee casts the formal Dispel Magic and Anti-Spell on him....
White strides defiantly into the arena. The referee casts the formal Dispel Magic and Anti-Spell on him....

	Turn 0:
James (15):	
Fluffy (15):	
White (15):	


White casts Shield (with the right hand) at himself.

	Turn 1:
James (15):	
Fluffy (15):	
White (15):	


White casts Shield (with the right hand) at himself.

	Turn 2:
James (15):	
Fluffy (15):	
White (15):	


White casts Shield (with the right hand) at himself.
Fluffy casts Protection From Evil (with the right hand) at himself.
A white circle of Protection from Evil springs up around Fluffy.

	Turn 3:
James (15):	
Fluffy (15):	
White (15):	STAB


White stabs (with the right hand) at James.
White casts Resist Cold (with the left hand) at himself.
Fluffy's circle of Protection from Evil is beginning to fade.
The Resist Cold shrouds White in a warm pink veil.
The knife strikes James.

	Turn 4:
James (14):	
Fluffy (15):	
White (15):	


White casts Shield (with the right hand) at himself.
Fluffy casts Cause Heavy Wounds (with the right hand) at White.
James casts Lightning Bolt (with the right hand) at White.
James casts Lightning Bolt (with the left hand) at White.
Fluffy's circle of Protection from Evil is dimmer now.
The Cause Heavy Wounds spell tears into White.
The two Lightning Bolts strike White, staggering him.
James says "Wonderfull!!!!"
White says "Is this some sort of conspiracy!!!!!!! It bloody well feels like it!!!!!"
White says "OK!!! I apologise for beating you hands down!!!"

	Turn 5:
James (14):	
Fluffy (15):	
White (2):	


White casts Shield (with the right hand) at himself.
Fluffy casts Resist Cold (with the left hand) at himself.
James casts Shield (with the right hand) at himself.
The Resist Cold shrouds Fluffy in a warm pink veil.
Fluffy's circle of Protection from Evil is nearly gone.

	Turn 6:
James (14):	
Fluffy (15):	
White (2):	


White casts Shield (with the right hand) at himself.
James casts Amnesia (with the right hand) at Fluffy.
The Amnesia spell curls around Fluffy's mind.
In a fit of absent-mindedness, Fluffy repeats his gestures from last turn: clap with the left hand, clap with the right.

	Turn 7:
James (14):	
Fluffy (15):	
White (2):	


Fluffy says "Hurah! Play it again!   ......."
White casts Shield (with the right hand) at himself.

	Turn 8:
James (14):	
Fluffy (15):	
White (2):	


White casts Shield (with the right hand) at himself.
James casts Lightning Bolt (with the left hand) at White.
The Lightning Bolt staggers White.
White has died!
White says "BASTARD!!!"
James says "Moi?"

	Turn 9:
James (14):	
Fluffy (15):	


Fluffy casts Shield (with the right hand) at himself.
James casts Remove Enchantment (with the right hand) at Fluffy.
The Remove Enchantment whirls its dissipative energies around Fluffy.
Fluffy's pink aura of Resist Cold fades away.

	Turn 10:
James (14):	
Fluffy (15):	


Fluffy casts Amnesia (with the right hand) at James.
James casts Counter-Spell (with the right hand) at himself.
A Counter-Spell flares around James.
The Amnesia is destroyed by the Counter-Spell around James.

	Turn 11:
James (14):	
Fluffy (15):	


Fluffy casts Summon Elemental (with the left hand) at himself.
A glittering Ice Elemental materializes above Fluffy.
Lokkul Mas the Icy hurls ice at James.
Lokkul Mas the Icy hurls ice at Fluffy.

	Turn 12:
James (11):	
Fluffy (12):	
Lokkul Mas the Icy (3)


Fluffy casts Missile (with the right hand) at James.
James casts Shield (with the right hand) at himself.
James casts Lightning Bolt (with the left hand) at Fluffy.
The Missile shatters on James's Shield.
The Lightning Bolt staggers Fluffy.
The attack of Lokkul Mas the Icy is blocked by James's Shield.
Lokkul Mas the Icy hurls ice at Fluffy.

	Turn 13:
James (11):	
Fluffy (4):	
Lokkul Mas the Icy (3)


Fluffy casts Charm Person (with the right hand) at James.
Fluffy casts Shield (with the left hand) at himself.
James casts Anti-Spell (with the right hand) at Fluffy.
James casts Shield (with the left hand) at himself.
The Charm Person spell curls around James's right hand.
The Anti-Spell jolts Fluffy, causing the magical energies around his hands to flicker.
The attack of Lokkul Mas the Icy is blocked by James's Shield.
The attack of Lokkul Mas the Icy is blocked by Fluffy's Shield.
James mysteriously makes a palm with his right hand.

	Turn 14:
James (11):	
Fluffy (4):	
Lokkul Mas the Icy (3)


James makes the gesture of surrender!
Fluffy casts Shield (with the left hand) at himself.
James casts Shield (with the right hand) at himself.
James casts Shield (with the left hand) at himself.
The attack of Lokkul Mas the Icy is blocked by James's Shield.
The attack of Lokkul Mas the Icy is blocked by Fluffy's Shield.
James has surrendered to Fluffy!

+++ Fluffy has won +++

Fluffy says "Yay!"
spellcast-doc-1.5/spellcast.html/sc9.html0100644000175000017500000004607707606015444016610 0ustar jfsjfs Spellcast Transcript 'sc9'

Spellcast Transcript 'sc9'

Spellcast Game Transcript

James strides defiantly into the arena. The referee casts the formal Dispel Magic and Anti-Spell on him....
Fluffy strides defiantly into the arena. The referee casts the formal Dispel Magic and Anti-Spell on him....
White strides defiantly into the arena. The referee casts the formal Dispel Magic and Anti-Spell on him....
Black strides defiantly into the arena. The referee casts the formal Dispel Magic and Anti-Spell on him....
James says "Hi all, long time no see"
James says "Welcome Mr Black.. (deus)"
Black says "hello all"
Black says "it's been too long man....."
White says "Mr. Black!!! Mmmmm, quite appropriate, would`nt you say so???"

	Turn 0:
James (15):	
Fluffy (15):	
White (15):	
Black (15):	


Black says "Are you gonna bark all day, little doggie? Or are you gonna bite...."
Black casts Shield (with the left hand) at himself.
White casts Shield (with the right hand) at himself.
White says "When I bite, I'll rip your ed' off!!!"
Black says "Let me tell you something...."
Black says "This is the 1990's allright..."
Black says "In this day and age a man has to have choices"
Black says "A man has to have a little bit of variety"
White says "You have certainly go it in SA... (joke!!!)"
Black says "Darn tootin'"
Black says "Choices like, should I drink 10 pints of Caffreys, or 10 pints of lager..."
White says "Get the message!!!"

	Turn 1:
James (15):	
Fluffy (15):	
White (15):	STAB
Black (15):	


Black casts Shield (with the left hand) at himself.
White stabs (with the right hand) at Fluffy.
White casts Shield (with the left hand) at himself.
The knife strikes Fluffy.
Fluffy says "Baaaa!"
White says "You won't be saying Baaaa!! when your slapped on a plate and covered"
White says "ins mint SAUCE!!!!!"

	Turn 2:
James (15):	
Fluffy (14):	
White (15):	
Black (15):	


Fluffy says "BaaHaHaHaHa!"
Black casts Confusion (with the right hand) at White.
White casts Shield (with the right hand) at himself.
Fluffy casts Confusion (with the right hand) at White.
Fluffy casts Protection From Evil (with the left hand) at himself.
James casts Confusion (with the right hand) at White.
A white circle of Protection from Evil springs up around Fluffy.
The Confusion spell curls around White's mind.
White accidentally makes a palm with his right hand.

	Turn 3:
James (15):	
Fluffy (14):	
White (15):	
Black (15):	


Black casts Summon Goblin (with the right hand) at James.
White casts Shield (with the right hand) at himself.
White casts Cause Heavy Wounds (with the left hand) at James.
Fluffy casts Summon Goblin (with the right hand) at himself.
Fluffy casts Counter-Spell (with the left hand) at White.
James casts Summon Goblin (with the right hand) at himself.
A Counter-Spell flares around White.
The Shield is destroyed by the Counter-Spell around White.
James's two Goblins appear by his side.
Fluffy's Goblin appears by his side.
Fluffy's circle of Protection from Evil is beginning to fade.
The Cause Heavy Wounds spell tears into James.
James says "Thanks Black.. do you want me to return him?"
Black says "say yeah thanks "
The attack of Lep Alsnu the Goblin is blocked by White's Shield.
The attack of Per Lepig the Goblin is blocked by White's Shield.
Snierlan the Goblin attacks James.
White says "Nice one black. Looking at that last comment, I would say your the"
White says "black sheep of the family. HaHaHaHaHaHa."
James says "Hmm... lucky there white.. I thought your shield was a goner"
White says "Its never luck...."

	Turn 4:
James (11):	
Fluffy (14):	
White (15):	STAB
Black (15):	
Lep Alsnu the Goblin (1)
Per Lepig the Goblin (1)
Snierlan the Goblin (1)


Black casts Protection From Evil (with the left hand) at himself.
White stabs (with the right hand) at Snierlan the Goblin.
White casts Shield (with the left hand) at himself.
Fluffy's circle of Protection from Evil is dimmer now.
A white circle of Protection from Evil springs up around Black.
The knife strikes Snierlan the Goblin.
White says "BYE BYE Goblin!!!!!"
Lep Alsnu the Goblin attacks Snierlan the Goblin.
Per Lepig the Goblin attacks Snierlan the Goblin.
The attack of Snierlan the Goblin is blocked by White's Shield.
Snierlan the Goblin has died.

	Turn 5:
James (11):	
Fluffy (14):	
White (15):	STAB
Black (15):	
Lep Alsnu the Goblin (1)
Per Lepig the Goblin (1)


Black casts Counter-Spell (with the right hand) at White.
White stabs (with the right hand) at James.
White casts Amnesia (with the left hand) at James.
Fluffy casts Cause Light Wounds (with the right hand) at White.
James casts Protection From Evil (with the right hand) at himself.
James casts Poison (with the left hand) at White.
A Counter-Spell flares around White.
The Cause Light Wounds is destroyed by the Counter-Spell around White.
The Poison is destroyed by the Counter-Spell around White.
A white circle of Protection from Evil springs up around James.
Fluffy's circle of Protection from Evil is nearly gone.
Black's circle of Protection from Evil is beginning to fade.
The Amnesia spell curls around James's mind.
The knife slides off of James's Shield.
James says "ARRRGGHHHH!!!!!"
James says "You die for that blackie!!!"
The attack of Lep Alsnu the Goblin is blocked by Fluffy's Shield.
The attack of Per Lepig the Goblin is blocked by Fluffy's Shield.
Black says "hey, what happened"
James says "You and your counter spell.. you destroyed our poison and cause wounds on "
James says "Old white there"
Black says "If you wanna hurt someone, do you cast a counter-spell on them?"
White says "Oh Well!! Better luck next time......"
Black says "Noone tells me anything!!!!!!!"
White says "Yes"
In a fit of absent-mindedness, James repeats his gestures from last turn: digit with the left hand, palm with the right.

	Turn 6:
James (11):	
Fluffy (14):	
White (15):	
Black (15):	
Lep Alsnu the Goblin (1)
Per Lepig the Goblin (1)


White says "That was clever!!! James...."
Black casts Shield (with the right hand) at himself.
Black casts Cause Heavy Wounds (with the left hand) at White.
White casts Shield (with the right hand) at himself.
Fluffy casts Protection From Evil (with the left hand) at himself.
James casts Counter-Spell (with the right hand) at himself.
A Counter-Spell flares around James.
James's circle of Protection from Evil is beginning to fade.
A white circle of Protection from Evil springs up around Fluffy.
Black's circle of Protection from Evil is dimmer now.
The Cause Heavy Wounds spell tears into White.
James says "It was actually... didn't change me plans at all"
Black says "Oops - sorry about that whitey"
The attack of Lep Alsnu the Goblin is blocked by White's Shield.
The attack of Per Lepig the Goblin is blocked by White's Shield.
White says "Is this a consipracy...."
Fluffy says "Yeah, I called the RSPCA... (baa)"

	Turn 7:
James (11):	
Fluffy (14):	
White (12):	
Black (15):	
Lep Alsnu the Goblin (1)
Per Lepig the Goblin (1)


Black says "Who should I cast an anti-spell at?"
White says "You're gonna need more than the RSPCA."
Black says "me?"
White says "Yes"
Black says "No really"
White says "Yes!!! Honest........"
Black says "I dont know the rules!!!!!!!!!!!"
White says "Trust me....."
Black says "What does it do?"
White says "Just trust me."
James says "Destroys all the spells cast on that player that turn"
James says "Well... most of them"
White says "Expect a few........."
Black says "awwlriight"
Black casts Anti-Spell (with the right hand) at himself.
White casts Shield (with the right hand) at himself.
James casts Lightning Bolt (with both hands) at Black.
James's circle of Protection from Evil is dimmer now.
Fluffy's circle of Protection from Evil is beginning to fade.
Black's circle of Protection from Evil is nearly gone.
The Anti-Spell jolts Black, causing the magical energies around his hands to flicker.
The Lightning Bolt staggers Black.
James says "Sorry anti-spell interrupts the spells that player is casting"
Black says "Thanks a lot people...."
White says "No problem. Anytime, I did say trust me......"
Black says "Well, we know who REALLY would have won, so there"
The attack of Lep Alsnu the Goblin is blocked by Black's Shield.
The attack of Per Lepig the Goblin is blocked by Black's Shield.
White says "This reminds me of Roorkes Drift......."
Black says "Lelike klomp kullers"
James says "Dave look at the web page http://rsazure/~rsjames"
Black says "Julle sal almal betaal, hoor........."
James says "and follow the link to spellcast the man page is there"

	Turn 8:
James (11):	
Fluffy (14):	
White (12):	
Black (10):	
Lep Alsnu the Goblin (1)
Per Lepig the Goblin (1)


White casts Shield (with the right hand) at himself.
Fluffy casts Summon Giant (with the right hand) at himself.
Fluffy casts Cause Heavy Wounds (with the left hand) at White.
Fluffy's Giant appears by his side.
James's circle of Protection from Evil is nearly gone.
Fluffy's circle of Protection from Evil is dimmer now.
The Cause Heavy Wounds spell tears into White.
Lep Alsnu the Goblin attacks Moglukmag the Giant.
Per Lepig the Goblin attacks Moglukmag the Giant.
The attack of Moglukmag the Giant is blocked by James's Shield.

	Turn 9:
James (11):	
Fluffy (14):	
White (9):	STAB
Black (10):	
Lep Alsnu the Goblin (1)
Per Lepig the Goblin (1)
Moglukmag the Giant (2)


White stabs (with the right hand) at James.
White casts Resist Cold (with the left hand) at himself.
Fluffy casts Shield (with the right hand) at himself.
James casts Shield (with the left hand) at himself.
Fluffy's circle of Protection from Evil is nearly gone.
The Resist Cold shrouds White in a warm pink veil.
The knife slides off of James's Shield.
Lep Alsnu the Goblin attacks White.
Per Lepig the Goblin attacks White.
Moglukmag the Giant attacks Lep Alsnu the Goblin.
Lep Alsnu the Goblin has died.

	Turn 10:
James (11):	
Fluffy (14):	
White (7):	
Black (10):	
Per Lepig the Goblin (1)
Moglukmag the Giant (2)


Black casts Confusion (with the right hand) at Fluffy.
Black casts Summon Goblin (with the left hand) at himself.
White casts Shield (with the right hand) at himself.
Fluffy casts Confusion (with the left hand) at White.
James casts Dispel Magic (with the left hand) at himself.
The magical energies in the arena fade away.
The corpse of Lep Alsnu the Goblin disintegrates, destroyed by the Dispel Magic.
The Dispel Magic starts to tear Per Lepig the Goblin apart.
The corpse of Snierlan the Goblin disintegrates, destroyed by the Dispel Magic.
The Dispel Magic starts to tear Moglukmag the Giant apart.
The Confusion is dispelled.
The Summon Goblin is dispelled.
The Shield is dispelled.
The Confusion is dispelled.
White's pink aura of Resist Cold fades away.
Per Lepig the Goblin attacks Fluffy.
The attack of Moglukmag the Giant is blocked by James's Shield.
Per Lepig the Goblin has died.
Moglukmag the Giant has died.

	Turn 11:
James (11):	
Fluffy (13):	
White (7):	
Black (10):	


Black says "cmon whitey"
Black casts Summon Goblin (with the right hand) at himself.
White casts Shield (with the right hand) at himself.
Fluffy casts Cause Heavy Wounds (with the right hand) at White.
Fluffy casts Summon Goblin (with the left hand) at himself.
James casts Resist Heat (with the right hand) at himself.
Fluffy's Goblin appears by his side.
Black's Goblin appears by his side.
The Resist Heat shrouds James in a cool blue veil.
The Cause Heavy Wounds spell tears into White.
Al Fireg the Goblin attacks Firigfer the Goblin.
Firigfer the Goblin attacks Al Fireg the Goblin.
Al Fireg the Goblin has died.
Firigfer the Goblin has died.
Black says "shit!"
Fluffy says "Mmmm, handy :)"
White says "Why Shit!!!"
Black says "Dead goblins..."

	Turn 12:
James (11):	
Fluffy (13):	
White (4):	
Black (10):	


Black casts Shield (with the right hand) at himself.
White casts Shield (with the right hand) at himself.
James casts Protection From Evil (with the left hand) at himself.
A white circle of Protection from Evil springs up around James.
Black says "Oooooo, lookin good white..."
White says "Cmon"

	Turn 13:
James (11):	
Fluffy (13):	
White (4):	
Black (10):	


Black casts Cause Light Wounds (with the left hand) at Fluffy.
White casts Ice Storm (with both hands) over the arena.
Fluffy casts Confusion (with the right hand) at James.
Fluffy casts Protection From Evil (with the left hand) at himself.
James's circle of Protection from Evil is beginning to fade.
A white circle of Protection from Evil springs up around Fluffy.
The Confusion spell curls around James's mind.
The Ice Storm lashes at James.
The Cause Light Wounds spell tears into Fluffy.
The Ice Storm lashes at Fluffy.
The Ice Storm lashes at White.
The Ice Storm lashes at Black.
White has died!
White says "Clever DICK!!!!!!!"
White says "What a PRAT!!!!"
Fluffy says "Inspired! (baa)"
James accidentally makes a clap with his right hand.

	Turn 14:
James (6):	
Fluffy (6):	
Black (5):	


Black casts Cause Heavy Wounds (with the right hand) at James.
Fluffy casts Summon Goblin (with the right hand) at himself.
James casts Cause Heavy Wounds (with the left hand) at Fluffy.
Fluffy's Goblin appears by his side.
James's circle of Protection from Evil is dimmer now.
Fluffy's circle of Protection from Evil is beginning to fade.
The Cause Heavy Wounds spell tears into James.
The Cause Heavy Wounds spell tears into Fluffy.
Ferfi Anfer the Goblin attacks Black.

	Turn 15:
James (3):	STAB
Fluffy (3):	
Black (4):	
Ferfi Anfer the Goblin (1)


Black casts Shield (with the right hand) at himself.
Fluffy casts Cause Heavy Wounds (with the left hand) at James.
James stabs (with the right hand) at Ferfi Anfer the Goblin.
James's circle of Protection from Evil is nearly gone.
Fluffy's circle of Protection from Evil is dimmer now.
The Cause Heavy Wounds spell tears into James.
The knife strikes Ferfi Anfer the Goblin.
The attack of Ferfi Anfer the Goblin is blocked by Black's Shield.
James has died!
Ferfi Anfer the Goblin has died.
James says "Come on black.. all is forgiven.. go get that rogue sheep!"
Black says "Yeeeeeeeeeeeeeha"

	Turn 16:
Fluffy (3):	
Black (4):	


Black casts Amnesia (with the right hand) at Fluffy.
Black casts Counter-Spell (with the left hand) at himself.
Fluffy casts Cause Light Wounds (with the right hand) at Black.
A Counter-Spell flares around Black.
The Cause Light Wounds is destroyed by the Counter-Spell around Black.
Fluffy's circle of Protection from Evil is nearly gone.
The Amnesia spell curls around Fluffy's mind.
In a fit of absent-mindedness, Fluffy repeats his gestures from last turn: snap with the left hand, palm with the right.

	Turn 17:
Fluffy (3):	
Black (4):	


Fluffy casts Shield (with the right hand) at himself.

	Turn 18:
Fluffy (3):	
Black (4):	


Black casts Shield (with the right hand) at himself.

	Turn 19:
Fluffy (3):	
Black (4):	


Black casts Anti-Spell (with the right hand) at Fluffy.
Black casts Cause Light Wounds (with the left hand) at Fluffy.
Fluffy casts Shield (with the left hand) at himself.
The Anti-Spell jolts Fluffy, causing the magical energies around his hands to flicker.
The Cause Light Wounds spell tears into Fluffy.

	Turn 20:
Fluffy (1):	STAB
Black (4):	STAB


Black stabs (with the right hand) at Fluffy.
Fluffy stabs (with the right hand) at Black.
Fluffy casts Shield (with the left hand) at himself.
The knife slides off of Fluffy's Shield.
The knife strikes Black.

	Turn 21:
Fluffy (1):	
Black (3):	


Black casts Shield (with the right hand) at himself.
Fluffy casts Shield (with the right hand) at himself.

	Turn 22:
Fluffy (1):	
Black (3):	


Black casts Shield (with the right hand) at himself.
Black casts Summon Giant (with the left hand) at himself.
Fluffy casts Shield (with the right hand) at himself.
Fluffy casts Missile (with the left hand) at Black.
Black's Giant appears by his side.
The Missile shatters on Black's Shield.
The attack of Thamag the Giant is blocked by Fluffy's Shield.

	Turn 23:
Fluffy (1):	
Black (3):	
Thamag the Giant (4)


Black casts Shield (with the right hand) at himself.
Fluffy casts Shield (with the right hand) at himself.
Fluffy casts Charm Monster (with the left hand) at Thamag the Giant.
The Charm Monster spell curls around Thamag the Giant, and he smiles dopily at Fluffy.
The attack of Thamag the Giant is blocked by Black's Shield.

	Turn 24:
Fluffy (1):	STAB
Black (3):	STAB
Thamag the Giant (4)


Black stabs (with the right hand) at Fluffy.
Black casts Cause Light Wounds (with the left hand) at Fluffy.
Fluffy stabs (with the right hand) at Black.
Fluffy casts Shield (with the left hand) at himself.
The knife slides off of Fluffy's Shield.
The Cause Light Wounds spell tears into Fluffy.
The knife strikes Black.
Thamag the Giant attacks Black.
Fluffy has died!
Black has died!
Everyone is dead!

+++ The game is a draw +++

Fluffy says "Cool, a slaughter! :)"
Black says "Bollox - i had you all the time - never heard of charm monster..."
Black says "Anyway, everyone cheated"
Black says "cept me of course...."
spellcast-doc-1.5/spellcast.html/w.gif0100644000175000017500000000010507606015444016137 0ustar jfsjfsGIF89a!,ho֮M׌w%F;spellcast-doc-1.5/spellcast.html/w2.gif0100644000175000017500000000011607606015444016223 0ustar jfsjfsGIF89a!,% lToQfmO锦o&j=];spellcast-doc-1.5/README0100644000175000017500000000011107606015445013123 0ustar jfsjfsDocumentation for the spellcast game found on the web and public domain. spellcast-doc-1.5/spellcaster.html0100644000175000017500000013333707606015446015474 0ustar jfsjfs Spellcaster The original source for this page is here.

Rules for the Spellcaster Game

This game originally appeared on rec.games.abstract. I have merely formatted it and put it online. I have deleted some things that aren't useful to playing the game.-- Brian

Some more changes in formatting have been made by Javier Fernandez-Sanguino Pea in order to include this document in the debian spellcast-doc package.



  				WAVING HANDS
				============

			(also known as: SPELLCASTER)
			        Richard Bartle

	    Taken from Duel Purpose fanzine, written by Mike Lean
	         Scanned, OCRed & edited by Andrew Buchanan

Introduction

This is a game concerning the imaginary conflict between 2 powerful wizards in a duel of sorcery. The 2 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 game is an attempt to capture the spirit of such a battle in as simple yet exciting way as possible. The only equipment needed is pencil, paper and opponent. Time taken varies between 15 - 30 minutes. The inventor 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

The activities of wizards and those of the monsters they create, are written down simultaneously in secret, both players for their respective selves and monsters but occasionally for their opponent or one of his creatures as dictated by certain spells. After both have completed this, their moves are exposed at the same time and dealt with as if they occurred coincidentally. Certain spells may alter these circumstances - for example, you don't get to see all your opponent's moves if he is invisible.

Each of these periods of activity is a "turn". In a turn, the player's wizard can either gesture with his hands for part of a spell, stab with his knife, or do nothing. They use both hands and both hands can act either independently - or in concord with the other. Monsters cannot make magical gestures but will obey their master's commands exactly - although the identity of the master could change as a result of enchantment. 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 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.

Gestures

Spells are created by strings of gestures made with the hands. There are 5 single-handed gestures, these being with the fingers (F), with the palm (P), the snap (S), the wave (W) and the digit pointing (D). There is one 2-handed gesture, the clap (C) which must be done simultaneously with both hands to be valid. The meaning of each gesture can be safely forgotten as only the abbreviations are used, for simplicity. The other things which can be done with the hand are the non-gestures: stab (stab) and nothing ( ). 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 in the last section. 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 interruption, 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 2 or more spells then the caster chooses which one he wants to use. For example, the last 2 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 perform certain gestures. However, since the final S of the left hand cannot complete 2 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. Here and in the rest of the document an open bracket, followed by a lower-case letter, denotes a gesture to be performed with *each* hand simultaneously. E.g. (w denotes a W by each hand. The caster must choose one spell if the gestures are completed in the correct sequence. Most of these are 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.

All spells and monsters need a target, that is someone or something to be the victim. This is usually obvious, for example all enchantments and damaging spells are usually cast at the opponent, whereas protection and summons spells are used by the caster himself. However, if your target is not the usual one, (e.g. you wish to cast a 'counter-spell' at your own monster to stop a 'charm monster' spell from making it attack you), then the target must be written down with the gestures. The target need not exist, for example, "the elemental he's about to create", but if it still doesn't exist when you loose the spell then you lose the spell. Monsters will usually attack their controller's opponent but if the target is different, e.g. another monster, then it must be written.

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" or "nothing" (C with just one hand is the same as nothing) and consequently after pursuing one of these alternatives, any spell must start from scratch. Note also that wizards only have one dagger each so cannot stab twice at the same time, although they can change hands for stabbing without wasting time. Such are the disadvantages of physical violence...

Certain spells cancel each other if they take effect simultaneously. An obvious 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 it is 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). If you have a situation where someone is the subject of some spells which seem to cancel yet which aren't mentioned in the section on spells, use your common sense (or someone else's) and you can't go far wrong.

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 examples explicitly mentioned, for example ice elementals in 'ice storm' or 'counter-spell'/'dispel magic' against all other spells but these are clearly stated in the final section. 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 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 commence gesturing prematurely so that they've nearly finished a spell when they start the battle. 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 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. See the final section for details.

Spells

There now follows, in 4 sections, a list of spells (plus 'surrender') what they do, how long they last. In the gestures given for the spells, upper case letters are used as abbreviations except when 2 simultaneous single-handed gestures are required using both hands, when an open bracket followed by a lower case letter will be used instead e.g. (w. Afterwards is a short list of spells in forward and reverse order, intended for use as a reference sheet for players during the battle. To see if a spell has been cast, look up in the reverse section the last gesture and follow back.

Protection spells

  • 'Shield' P

    This spell protects the subject from all attacks from monsters (that is, creatures created by a summons class 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 effected by any of the spells in the spells in the "enchantments" section, and/or if spells from that section are cast at him at the same time as the remove enchantment, then any 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 his sight is restored by a 'remove enchantment'. Note that the 'remove enchantment' affects all spells from the "Enchantment" section 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. It does not affect wizards unless cast on a wizard as he creates a monster when the monster is destroyed, and the effects described above apply.

  • '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, in which case the mirror would have no effect. 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' and 2 mirrors cast at someone simultaneously combine to form a single mirror.

  • '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 1 person, the subject of the 'counter-spell' alone is protected. For example, a 'fire storm' spell could kill off a monster but not if it was simultaneously the subject of a 'counter-spell' although 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 effect as if it were alone. The 'counter-spell' will also act as a 'shield' on the final gesture in addition to its other properties, but the shield effect is on the same subject as its other effect. The spell has 2 alternative 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 enchantment', 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 although they can attack that turn. 'Counter-spells' and 'magic mirrors' have no effect. The spell will not work on stabs or surrenders. As with a 'counter-spell' it also acts as a 'shield' for its subject.

  • 'Raise dead' D-W-W-F-W-C

    The subject of this spell is usually a recently-dead (not yet decomposing) human corpse though it may be used on a dead monster. 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). If swords, knives, etc still remain in the corpse when it is raised, they will of course cause it damage as usual. The subject will be able to act as normal immediately under the influence of the caster of the 'raise dead' spell, so that next turn he can gesture, fight etc (in fact he will be able to fight on the turn upon which the spell is cast.) If the spell is cast on a live individual, the effect is that of a 'cure light wounds' recovering 5 points of damage, or as many as have been sustained if less than 5. This is the only spell which affects corpses properly. It therefore cannot be stopped in such circumstances by a 'counter-spell'. A 'dispel magic' spell will prevent it, since it 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. Thus, for example, if a wizard was at 10 points of damage and was hit simultaneously by a 'cure light wounds' and a 'lightning bolt' he would finish that turn on 14 points rather than 15 (or 9 if there had been no 'lightning bolt'). 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 '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 subject upon whom the spell is cast (or if cast on a monster, *its* controller, even if the monster later dies or changes loyalty). The goblin can attack immediately and its victim can be any any wizard or other monster the controller desires, stating which at the time he writes his gestures. It does 1 point of damage to its victim per turn and is destroyed after 1 point of damage is inflicted upon it. The summoning spell cannot be cast at an elemental, and if cast at something which doesn't exist, the spell has no effect.

  • '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 l.

  • '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 l.

  • '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 l.

  • 'Summon Elemental' C-S-W-W-S

    This spell creates either a fire elemental or an ice elemental at the discretion of the person 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 who is not resistant to its type (heat or cold), causing 3 points of damage per turn. 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 canceling 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 although the elemental still does not attack in that turn. 2 elementals of the opposite type will also destroy each other before attacking, and 2 of the same type will join together to form a single elemental of normal strength. Note that only wizards or monsters resistant to the type of elemental, or who are casting a spell which has the effect of a 'shield' do not get attacked by the elemental. Casting a 'fireball' upon yourself when being attacked by an ice elemental is no defence! (Cast it at the elemental...)

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 unaffected 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, for example, an 'anti-spell'.

  • '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 2 gesture combinations for the spell, but the shorter one may be used only once per day (i.e. 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. Resistance to heat or cold offers no defence. A simultaneous 'cure light wounds' will serve only to reduce the damage to 1 point. 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 normal. If directed at an ice elemental, the fireball will destroy it before it can attack, but has no other effect on the creatures.

  • '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, and will cancel locally with a 'fireball'. 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 stabs. 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', 'paralysis' or 'fear' then none of the spells work.

  • 'Confusion' D-S-F

    If the subject of this spell is a wizard, next turn he writes down his gestures as usual and after exposing them, rolls 2 dice to determine which gesture is superseded due to his being confused. The first die indicates left hand on 1-3, right on 4-6. The second roll determines what the gesture for that hand shall be replaced with: 1=C, 2=D, 3=F, 4=P, 5=S, 6=W. 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 humans. The subject is told which of his hands will be controlled at the time the spell hits, and in the following turn, the caster of the spell writes down the gesture he wants the subject's named hand to perform. This could be a stab or nothing. (Some people, myself included do not allow the gesture to be nothing. Makes the game more exciting, as there is no reason to choose any non-nothing gesture when you have the choice. -- B) If the subject is only so because of a reflection from a 'magic mirror' the subject of the mirror assumes the role of caster and writes down his opponent's gesture. If the subject is also the subject 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 (excluding 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: '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 and 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. Certain gestures remain the same but if the hand being paralyzed is performing a C, S or W it is instead paralyzed into F, D or P respectively, otherwise it will remain in the position written down (this allows repeated stabs). 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 (excluding elementals which are unaffected) it simply does not attack in the turn following the one in which the spell was cast. 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. This obviously 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. 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 3 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 compound 'protection from evil' spells merely overlap offering no extra cover.

  • 'Resist Heat' W-W-F-P

    The subject of this spell becomes totally 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) and 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' or 'cure heavy wounds' or 'dispel magic' in the meantime.

  • 'Poison' D-W-W-F-W-D

    This is the same as the disease spell except that 'cure heavy wounds' does not stop its effects.

  • 'Blindness' D-W-F-F-(d

    For the next 3 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 must be informed of any which affect him (e.g. summons spells, 'missile' etc cast at him) but not 'counter- spells' to his own 'attacks. Indeed he will not know if his own spells work unless they also affect him (e.g. a 'fire storm' when he isn't resistant to fire.) He can control his monsters (e.g. "Attack whatever it was that just attacked me"). Blinded monsters are instantly destroyed and cannot attack in that turn.

  • 'Invisibility' P-P-(w-(s

    This spell is similar to 'blindness' only the subject of the spell becomes invisible to his opponent and his monsters. All spells he creates, though not gestures, can be seen by his opponent and identified. The subject cannot be attacked by any monsters although they can be directed at him in case he becomes visible prematurely. Wizards can still stab and direct spells at him, with the same hope. 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 3 turns, the subject (but not his monsters if a wizard) makes an extra set of gestures due to being speeded up. This takes effect in the following turn so that instead of giving one pair of gestures, 2 are given, the effect of both being taken simultaneously at the end of the turn. Thus a single 'counter-spell' from his adversary could cancel 2 spells cast by the hastened wizard on 2 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 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 only works if cast upon a wizard. The next spell he completes, provided it is on this turn or one of the next 3 is "banked" until needed, i.e. it fails to work until its caster desires. This next spell which is to be banked does not include the actual spell doing the banking. The spell must be written down to be used by its caster at the same time that he writes his gestures. 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 only works if cast upon a wizard. The next spell he completes, provided it is on this turn or one of the next 3, and which falls into the category of "Enchantments" (except 'anti-spell', 'disease', 'poison', or 'time-stop') will have its effect made permanent. 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 be the same gesture rather than re-rolling the dice, 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 permanent does not necessarily have to make himself the subject of the spell. A 'permanency' spell cannot increase its own duration, nor the duration of spells saved by a 'delayed effect' (so if both a 'permanency' and 'delayed effect' are eligible for the same spell to be banked or extended, a choice must be made, the losing spell being neutralized and working on the next spell instead).

Non-spells

  • 'Surrender' (p

    This is not a spell and consequently cannot be cast at anyone. The wizard making these 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 completed spells which killed his opponent. Two simultaneous surrenders count as a draw. It is a skill for wizards to work their spells so that they never accidentally perform 2 P gestures simultaneously. Wizards can be killed as they surrender if hit with appropriate spells or attacked physically, but the "referees" 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 another spell with the same effect, the being 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 by a 'magic mirror' or stopped by 'dispel magic' (although its 'shield' effect *could* stop the stab). Wizards are not allowed to stab themselves and must choose a target for the stab. Knives cannot be thrown.

Reference Sheet

Players are not expected to remember all the spells and their gestures so here is a brief list in forward and reverse order:
Spells in Forward Order
-----------------------
C-D-P-W          Dispel magic               P-S-D-F         Charm person
C-S-W-W-S        Summon elemental           P-S-F-W         Summon ogre
C-(w             Magic mirror               P-W-P-F-S-S-S-D Finger of death
D-F-F-D-D        Lightning bolt             P-W-P-W-W-C     Haste
D-F-P-W          Cure heavy wounds          S-D             Missile
D-F-W            Cure light wounds          S-F-W           Summon goblin
D-P-P            Amnesia                    S-P-F           Anti-spell
D-S-F            Confusion                  S-P-F-P-S-D-W   Permanency
D-S-F-F-F-C      Disease                    S-P-P-C         Time stop
D-W-F-F-(d       Blindness                  S-S-F-P         Resist cold
D-W-S-S-S-P      Delayed effect             S-W-D           Fear
D-W-W-F-W-C      Raise dead                 S-W-W-C         Fire storm
D-W-W-F-W-D      Poison                     W-D-D-C   +     Lightning bolt
F-F-F            Paralysis                  W-F-P           Cause light wounds
F-P-S-F-W        Summon troll               W-F-P-S-F-W     Summon giant
F-S-S-D-D        Fireball                   W-P-F-D         Cause heavy wounds
P                Shield                     W-P-P           Counter-spell
(p   !           Surrender                  W-S-S-C         Ice storm
P-D-W-P          Remove enchantment         W-W-F-P         Resist heat
P-P-(w-(s        Invisibility               W-W-P           Protection from evil
P-S-D-D          Charm monster              W-W-S           Counter-spell

!   This is not a spell
+   Each wizard may use this spell once per battle, then the gestures have no
effect.

Spells in Reverse Order
(read your last few gestures backwards to see if you've made a spell)
-----------------------
C-D-D-W   +      Lightning bolt             (p   !          Surrender
C-F-F-F-S-D      Disease                    P-F-S-S         Resist cold
C-P-P-S          Time Stop                  P-F-W           Cause Light wounds
C-S-S-W          Ice storm                  P-F-W-W         Resist heat
C-W-F-W-W-D      Raise dead                 P-P-D           Amnesia
C-W-W-P-W-P      Haste                      P-P-W           Counter spell
C-W-W-S          Fire storm                 P-S-S-S-W-D     Delayed effect
D-D-F-F-D        Lightning bolt             P-W-D-P         Remove enchantment
D-D-S-P          Charm monster              P-W-W           Protection from evil
D-D-S-S-F        Fireball                   (s-(w-P-P       Invisibility
(d-F-F-W-D       Blindness                  S-W-W           Counter-spell
D-F-P-W          Cause heavy wounds         S-W-W-S-C       Summon elemental
D-S              Missile                    (w-C            Magic mirror
D-S-S-S-F-P-W-P  Finger of death            W-D-S-P-F-P-S   Permanency
D-W-F-W-W-D      Poison                     W-F-D           Cure light wounds
D-W-S            Fear                       W-F-S           Summon goblin
F-D-S-P          Charm person               W-F-S-P         Summon ogre
F-F-F            Paralysis                  W-F-S-P-F       Summon troll
F-P-S            Anti-spell                 W-F-S-P-F-W     Summon giant
F-S-D            Confusion                  W-D-D-C         Dispel magic
P                Shield                     W-P-F-D         Cure heavy wounds

Sample Game

I now include a sample game with following comments. Significant spells are marked +,|,x. Null gestures are in brackets. Underlined gestures and above cannot be used further due to the effects of an 'anti-spell'.


Turn            BLACK                         WHITE
	Left    Right    Damage       Left    Right    Damage
 1        W       W +      0            W +     P        0
 2        W       P |                   W |     D
 3        D       F |                   F |   + W
 4        D     + D x                   P x   | W        3
 5        F     | P x                   S     x S +
 6        F     x P        1            W       D x
 7        S       D                     W +   + D
 8        S       W                     W |   | S +
 9        F       F                   + S x   x F |
10        P x    (C)                  x D  +    W x+
11       Stab   x P                     P x|    D  |
12        P +     S                     P  x    D  |
13        P |     S        6            C       C  x
14        W |     W                     S +   + S
15      + S x   + S                     W |   | P x
16      x D     x D                     W |   x F        5
        -------------
17        W +     S +     11            C x     C
18        D |     P |                 + S     + S
19        D |     F x     13          x D     x D
                                      -------------
20        C x   + C                     S +     S       10
21        W     x W                     P |     W
22        P       P                     F x     W

Annotation
  1. Black starts with 2 W's hoping to use the left as a possible W-W-S 'counter- spell' in the event of White opening with an attack, or as a possible W-W-F-P 'resist heat' spell. His right hand also opens for a possible 'counter-spell' or W-P-F-D 'cause heavy wounds' if White has no possible attack; the second P will also cover against any S-D 'missile attack'. White has the same ideas for his left hand as Black and opens with a P for his right hand in case Black tries a stab, leading to P-D-W-P 'remove enchantment' hopefully.

  2. Both complete their second gestures as intended and both notice that neither can use an offensive spell on the third turn so they can switch their left hands to W-W-F-P 'resist fire'. Black notices that the only spell White could be preparing with his right hand is remove enchantment and hence his own 'resist fire' would be canceled. Since he cannot adjust his right hand sequence to produce a 'counter-spell' he resolves to use his latest W to start a W-D-D-C 'lightning bolt'.

  3. White had to continue his 'remove enchantment' in case Black called his bluff but now knows it is pointless to continue as there will be nothing to cancel. Black is certain to hit White with an unstoppable 'cause heavy wounds' next time but notices too late that, had he instead of gesturing a D with his left hand, gestured a W, he could have cast a W-W-S 'counter-spell' at White and stopped his 'resist heat' from working. However, he has a 'lightning bolt' coming as compensation...

  4. Black hits White with his 'cause heavy wounds' and White becomes fire- resistant. White notes that had he gone ahead with his 'remove enchantment' spell he would have been doing two P gestures this turn - surrendering! Instead he performs a W with his right hand to time a 'counter-spell' after Black's last continuation.

  5. Black aborts his 'lightning bolt' spell, but White still follows through with his 'counter-spell', just in case. Black switches to the other combination for 'lightning bolt', D-F-F-D-D and sneaks in the start of an amnesia D-P-P. White commences a 'summon ogre' P-S-F-W with his left hand, but upon seeing that next time he will be struck by 'amnesia' realizes that he won't be able to continue it. Knowing the nature of the spell, he decides to switch next time to a spell starting off with 2 identical gestures, a W-W-S 'counter-spell' for safety.

  6. Black hits White with the predicted D-P-P amnesia spell, meaning that White must repeat his gestures next time with the same hands. White knows that he has a "free" S-D 'missile' on Black since Black cannot do a P shield to defend himself or he would be performing the 'surrender' gestures.

  7. Since Black knows White's gestures, he can tell that White will be able to time a 'counter-spell' to ward off the proposed 'lightning bolt' D-F-F-D-D, so he changes to a 'fireball' F-S-S-D-D. However, White is resistant to fire so a P-D-W-P 'remove enchantment' is called for from the right hand.

  8. White surprised Black by repeating his W gesture in the left hand so he can now time a counter spell for the next round and thus prevent the 'remove enchantment' from affecting his fire invulnerability (although his resistance to fire will be unaffected by the 'counter-spell' since he has already cast the spell on himself in round 4). With his right hand, White half-heartedly starts off a 'confusion' spell to interrupt Black next time.

  9. Black does 2 F gestures having to change in mid-spells after White's cunning gestures last round. He decides to go for a 'blindness' spell D-W-F-F-(d with his right hand, and for 'cold resistance' S-S-F-P with his left, to cut his losses. White casts the counter spell W-W-S on himself so that his 'confusion' D-S-F will work on Black.

  10. Black writes down P for his left hand and F for his right, and White writes D and W. Since Black was hit by a 'confusion' last time one of his gestures will be affected. He rolls a C on the right hand and this supersedes the F he had written down. Since he didn't C with his other hand and C is a 2-handed gesture, it counts as a null. Note that if he had rolled for a P he would have surrendered. White finishes off a 'summon goblin' spell S-F-W, and a 'missile' S-D. Black's left hand finishes a 'resist cold' S-S-F-P but he decides to use only the last gesture as a P 'shield' so that neither of White's attacks harm him. Now he will wish to dispose of the goblin as soon as possible so he can stop performing P's to protect himself.

  11. Black stabs the goblin and, since only 1 hit is required to kill it, eliminates it. He also gestures a P 'shield' so that it cannot harm him in that turn. White gestures for an 'amnesia' D-P-P and a 'lightning bolt' W-D-D-C (the sort which can only be used once per wizard). He also performed a P 'shield' but didn't notice and since it is in the "protection" section it was cast upon himself. If he had cast it at the goblin it wouldn't have been killed. Black realizes that he will have no defence against either of White's forthcoming attacks, so chooses to work 2 spells beginning with the same gesture next time so that the amnesia won't be too damaging.

  12. Black must start off both gestures from scratch after the stab and half-C and opts for P-P-(w-(s 'invisibility' and 'resist cold' S-S-F-P. White's 'amnesia' spell is completed so Black must repeat next time as expected.

  13. Black repeats, and White does a C gesture with both hands to terminate a W-D-D-C 'lightning bolt' giving 5 points of damage to Black. White cannot cast another 'lightning bolt' using the same gestures now, even if he does W-D-D-C since this type is allowed only once per battle. However, he may use the alternate gestures if he desires.

  14. Black aborts his right-hand spell since a W with both hands is needed for the 'invisibility'. White does 2 S gestures, hoping for a C-S-W-W-S 'summon elemental' and either an 'anti-spell' S-F-F or 'summon goblin' S-F-W.

  15. Black goes invisible for the next 3 turns so White won't be able to see his gestures. White continues with his 'summon elemental' but has the option to change to a 'fire storm' sequence if he so desires.

  16. Realizing that he is about to be hit by an 'anti-spell' S-P-F from White, Black opens up with 2 'missiles' S-D and catches White off guard. Next time Black must gesture from scratch again. Although White does not see Black's gestures he knows he has been hit by 2 'missiles' so can work them out.

  17. For the second time, Black starts up for a 'lightning' bolt W-D-D-C, hoping this time to complete it, and a covering 'anti-spell' S-P-F so that White will be unable to defend himself from it. Meanwhile White realizes he is resistant to fire and unleashes a 'fire storm' giving 5 points of damage to all those not fire-resistant which just happens to be Black.

  18. White does 2 S gestures again hoping to fool Black into thinking that he will repeat the sequence he used after the last C gesture, whereas he intends to hit out with 2 S-D 'missiles' next turn (when Black becomes visible again). Black continues with his plan.

    19. Black is surprised by the 2 'missiles' from White and is not performing a P 'shield' which would protect him. White is hit by Black's 'anti-spell' S-P-F but is unaware of the impending 'lightning bolt' anyway...

  19. Black hits White with his 'lightning bolt' as White prepares 2 more 'missiles' which would kill Black if they hit, but, noting Black's C he daren't risk the possibility of it being followed by a pair of W's for a C-(w 'magic mirror' which would reflect them back at White. Hence White decides to go for another 'anti-spell' and 'fire storm'.

  20. Black does perform the 2 W's planning to 'cause heavy wounds' or defend with 'counter-spell'. White continues as planned and Black becomes aware that he is about to be burned to death.

  21. Resigning himself to defeat Black surrenders just as White's 'anti-spell' hits him. The battle ends before White can make the final C gesture which would have disposed of his enemy. White wins the contest.


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