Provided by: spellcast_1.0-21_i386 bug

NAME

       spellcast  -  a game of duelling wizards

SYNOPSIS

       spellcast remotedisplay [ remotedisplay ...  ]

       One  game  window will appear on the default display (determined by the
       contents of the DISPLAY environment variable.) The second  will  appear
       on  remotedisplay,  which  should  be either an internet host name or a
       complete X display identifier (host:0.0, for example.) (If just a  host
       name  is  given,  display  0  and  screen  0  are  assumed.)   If  more
       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 + <machine_name>.  Please be careful with this since using  xhost
       + you open a really big hole in the security of your system. You should
       only allow access to trusted machines.

       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
       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.

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

THE GAME WINDOW

       The spellcast window is divided into seven sections.

       The text window
       This  is  a  large  rectangle in the upper left side of the window.  It
       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 gestures that appear  to  be  lined  up  actually  were
       performed at the same time.

       You  also  use  the gesture history list to enter your gestures. At the
       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 uncontrolled are indented and listed at the top of  the  status
       window  --  this  occurs mostly in three-player game where a wizard has
       summoned a monster and then died.) There is a scroll bar on the window,
       in case you manage to have more beings than will fit.

       After each name is the number of hit points that being has left.  After
       that, there may be some letters indicating that certain spells  are  in
       effect:

       I: invisible

       H: resistant to heat

       C: resistant to cold

       P: protection from evil

       b: blind

       d: diseased

       p: poisoned

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

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

       Spell List button
       This is a button labelled "Spell List", underneath the text window.  If
       you press and hold the mouse button on this  button,  a  pop-up  window
       will 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 gestures  to  see
       what he might be producing.

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

       When the last player presses the  "End  Move"  button,  the  game  will
       determine  which players need to make decisions (about spell targets or
       other 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 cursor onto a question and hold  down  the  mouse
       button to get a pop-up menu listing the possible answers.

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

GAME TRANSCRIPTS

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

GESTURES

       Spells are created by sequences of gestures made with the hands.  There
       are five single-handed gestures:  the  fingers  spread  "F",  the  palm
       facing  forward, "P", the snap "S", the wave "W" and the pointing digit
       "D".  Some  spells  use  two-handed  gestures,  which  must   be   done
       simultaneously  with both hands to be valid. The most common two-handed
       gesture is the clap "(c", but the double digit "(d", double wave  "(w",
       and double snap "(s" are also used.  The other things which can be done
       with the hand are the non-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 (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 two or  more  spells  then  the
       caster must choose which one he wants to use. For example, the last two
       gestures of a 'finger of death' are the same as 'missile', yet only  on
       odd  occasions  would  the  latter be used. Another example of the one-
       spell-per-gesture concept is the following:

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

       The trouble here is  the  'invisibility'  spell  needs  both  hands  to
       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  W-W-S  of  the  'counter-spell'  and the P-P-(w-(s of the
       invisibility.  The caster must choose one spell  if  the  gestures  are
       completed  in  the  correct  sequence.  Most  spells can be shot off to
       nowhere if not required, but some cannot be; for example, 'fire storm',
       which  gets  you  no  matter  where  it is released. Some of the larger
       spells have smaller ones incorporated within.

       Spells can be  aborted  any  way  along  their  development  simply  by
       performing  a  gesture  with  the hand doing the spell which is not one
       needed for that spell. There is no penalty,  save  having  wasted  some
       time.  Note that no spells contain "stab", "nothing", or "C" (half of a
       clap) and consequently after pursuing one of  these  alternatives,  any
       spell  must  start  from  scratch. Note also that wizards only have one
       dagger each, so they cannot stab with  both  hands  at  the  same  time
       (although  they  can  change  hands for stabbing without wasting time.)
       Such are the disadvantages of physical 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 may
       be impossible to obey due to some contradiction (e.g.  you cannot  both
       repeat last turn's gestures and give a random gesture with one hand, as
       you would if the subject of the spells  'amnesia'  and  'confusion'  at
       once).

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

       Another example of a seeming conflict is when someone who is  resistant
       to  fire  is the subject of both a 'remove enchantment' and 'fireball';
       the 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': P

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

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

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

       'Magic mirror': (c-(w

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

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

       Any  other  spell  cast upon the subject in the same turn has no effect
       whatever. In the case of blanket-type spells, which  affect  more  than
       one  person, the subject of the 'counter-spell' alone is protected. For
       example, a 'fire storm' spell would not affect a wizard if that  wizard
       was  simultaneously the subject of a 'counter-spell', but everyone else
       would be affected as usual (unless they had their own protection.)  The
       'counter-spell' will cancel all the spells cast at the subject for that
       turn, including  'remove  enchantment'  and  'magic  mirror',  but  not
       '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': (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. Like the 'counter-spell', it also  acts  as  a
       'shield'  for  its  subject.  'Dispel  magic'  will not dispel stabs or
       surrenders, since they are not spells (although the 'shield' effect may
       block a stab.)

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

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

       'Cure light wounds': D-F-W

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

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

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

       Summons spells

       'Summon Goblin': S-F-W

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

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

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

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

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

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

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

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

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

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

       Damaging Spells

       'Missile': S-D

       This  spell creates a material object of hard substance which is hurled
       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 an 'anti-
       spell', for example.

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

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

       'Cause Light Wounds': W-F-P

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

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

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

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

       The  subject  of  this  spell  is hit by a ball of fire, and sustains 5
       points of damage unless he is resistant to fire. If at the same time an
       'ice  storm'  prevails,  the  subject  of the 'fireball' is instead not
       harmed by 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': S-W-W-(c

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

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

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

       Enchantments

       'Amnesia': D-P-P

       If  the  subject  of  this  spell is a wizard, next turn he must repeat
       identically the  gestures  he  made  in  the  current  turn,  including
       "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 'confusion', 'charm person', 'charm monster',
       'paralysis' or 'fear' then none of the spells work.

       'Confusion': D-S-F

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

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

       Except  for  cancellation  with  other  enchantments,  this  spell only
       affects wizards. When the spell is cast, the caster tells  the  subject
       which  of  his  hands  will  be  controlled; in the following turn, the
       caster chooses the gesture  he  wants  the  subject's  chosen  hand  to
       perform.  This could be a stab or nothing.  If the 'charm person' spell
       reflects from a 'magic mirror' back at its caster, the subject  of  the
       mirror  assumes  the  role  of  caster and controls down his opponent's
       gesture. If the subject is  also  the  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 (including elementals, though it's not very usefel on
       them!). 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; 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 continually paralyze a hand
       (F-F-F-F-F-F etc.) into a non-P gesture and then set a monster  on  the
       subject  so  that  he has to use his other hand to protect himself, but
       then has no defence against other magical attacks. If  the  subject  of
       the spell is a monster, it simply does not attack in the turn following
       the one in which the spell was cast. 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': S-W-D

       In  the  turn  following  the casting of this spell, the subject cannot
       perform a C, D, F  or  S  gesture  with  either  hand.  (He  can  stab,
       however.)  This 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.
       (This is  marked  by  a  special  'disruption'  icon  interrupting  the
       subject's gesture history.)  The spell does not affect spells which are
       cast on the same turn; nor does it affect monsters.

       'Protection from Evil': W-W-P

       For this turn and the following three turns, the subject of this  spell
       is  protected  as  if  using  a 'shield' spell, thus leaving both hands
       free.  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 permanently resistant to all forms of
       heat  attack  ('fireball',  'fire  storm'  and  fire  elementals). Only
       'dispel magic' or 'remove enchantment' will terminate  this  resistance
       once  started  (although a 'counter-spell' will prevent it from working
       if cast at the subject at the same time as this spell). A 'resist heat'
       cast  directly on a fire elemental will destroy it before it can attack
       that turn, but there is no effect on ice elementals.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

       This  spell  must  be  cast  upon  a wizard. The next spell the subject
       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': S-P-F-P-S-D-W

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

       Non-spells

       'Surrender': (p

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

BUGS

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

       The choosing of targets for monsters is handled much too  late  in  the
       round,  and  monster  attacks are not perfectly simultaneous with spell
       attacks.  This  results  in  a  number  of  minor  effects  which   are
       inconsistent  with the 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 happens) the turn after next.

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

HISTORY

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

AUTHOR

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

                                     local                        SPELLCAST(6)