trusty (6) spellcast.6.gz

Provided by: spellcast_1.0-21_amd64 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)