spellcast man page on DragonFly

Man page or keyword search:  
man Server   44335 pages
apropos Keyword Search (all sections)
Output format
DragonFly logo
[printable version]

SPELLCAST(6)							  SPELLCAST(6)

NAME
       spellcast  -  a game of duelling wizards

SYNOPSIS
       spellcast remotedisplay [ remotedisplay ...  ]

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

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

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

RESOURCES
       The game makes use of two X resources:

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

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

INTRODUCTION
       This is a game concerning the imaginary conflict between	 two  or  more
       powerful	 wizards  in  a duel of sorcery. The opponents perform magical
       gestures with their hands  to  create  their  supernatural  weapons  --
       spells.	Some  are  so  potent as to be able to blind a man, call forth
       terrifying creatures, or even kill the  unfortunate  victim  instantly.
       Consequently  each  wizard  must	 rely on his own cunning to be able to
       time enough defensive spells to avoid  the  brunt  of  his  adversary's
       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 con‐
       junction.  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.	 Play‐
       ers  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  per‐
       formed at the same time.

       You  also  use  the gesture history list to enter your gestures. At the
       beginning of each turn, the bottom (most recent) gestures in your  col‐
       umn  will be empty. (The bottom gestures in your opponent's column will
       be fogged, since you cannot see his  gestures  until  you  both	finish
       choosing.)  If  you  move  the  mouse  into  one of your bottom gesture
       squares, and hold down the  left	 mouse	button,	 a  pop-up  menu  will
       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.  Any‐
       thing you type will appear here (the cursor need not be in  the	speech
       window.) When you hit Return, the message you have typed will appear in
       each player's text window.

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

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

       If you use the left mouse button, the spell list will be sorted by ges‐
       ture. If you use the middle mouse  button,  the	list  will  be	sorted
       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 tran‐
       script  of  this	 game?" If he answers "yes" before hitting "Quit", the
       program will store a text transcript of the game in a temporary	direc‐
       tory  (usually  /tmp, unless your environment is configured otherwise.)
       This transcript will show all gestures made by each player, as well  as
       all  the	 text  of the game, as seen by an outside observer. Everything
       said by any of the players will also be in  the	transcript,  including
       comments made after the end of the game. The filename of the transcript
       will be printed on the standard output when all players have quit.

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

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

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

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

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

       The  trouble  here is the 'invisibility' spell needs both hands to per‐
       form certain gestures. However, since the final S of the left hand can‐
       not  complete two spells it is clear that a choice must be made between
       the W-W-S of the 'counter-spell' and the P-P-(w-(s of the invisibility.
       The  caster  must choose one spell if the gestures are completed in the
       correct sequence. Most spells  can  be  shot  off  to  nowhere  if  not
       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 per‐
       forming a gesture with the hand doing the spell which is not one needed
       for that spell. There is no penalty, save having wasted some time. Note
       that no spells contain "stab", "nothing", or "C" (half of a  clap)  and
       consequently  after  pursuing one of these alternatives, any spell must
       start from scratch. Note also that wizards only have one	 dagger	 each,
       so they cannot stab with both hands at the same time (although they can
       change hands for stabbing without wasting time.) Such are the disadvan‐
       tages of physical violence...

       Certain spells cancel each other if they take effect simultaneously. An
       obvious example is 'finger of death'  and  'raise  dead'.  Cancellation
       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 hap‐
       pened first. The best example is when a monster is created and, on  the
       same  turn,  hit	 by a 'fireball', or something else sufficient to kill
       it. Since both are simultaneous, the  monster  will  attack  that  turn
       whilst  being  destroyed.  (There  are  some exceptions explicitly men‐
       tioned, for example ice elementals in 'ice storm', or 'counter-spell' /
       'dispel magic' against all other spells.)

       Another	example of a seeming conflict is when someone who is resistant
       to fire is the subject of both a 'remove enchantment'  and  'fireball';
       the  enchantment	 is  removed  as the fireball explodes (since they are
       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' fol‐
       lowed by an 'anti-spell' at each of the wizards. This is so  that  they
       cannot  commence gesturing prematurely. Thus being resistant to fire in
       your last battle doesn't do you any good in the next.

WINNING
       Each wizard can sustain 14 points of damage, but on the 15th  or	 above
       he  dies and the surviving wizard is declared the winner.  Simultaneous
       death is a posthumous draw. Damage given to  wizards  and  monsters  is
       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 simultane‐
       ously combine to form a single mirror.  If a spell is reflected from  a
       mirror  back  at a wizard who also has a mirror, the spell bounces back
       and forth until it falls apart.

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

       Any other spell cast upon the subject in the same turn  has  no	effect
       whatever.  In  the  case of blanket-type spells, which affect more than
       one person, the subject of the 'counter-spell' alone is protected.  For
       example,	 a 'fire storm' spell would not affect a wizard if that wizard
       was simultaneously the subject of a 'counter-spell', but everyone  else
       would be affected as usual (unless they had their own protection.)  The
       'counter-spell' will cancel all the spells cast at the subject for that
       turn,  including 'remove enchantment' and 'magic mirror', but not 'dis‐
       pel magic' or 'finger of death'. It will combine with another spell  of
       its  own	 type  for the same effect as if it were alone.	 The 'counter-
       spell' will also act as a 'shield' on its subject, in addition  to  its
       other  properties.   The	 spell	has two alternative gesture sequences,
       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  mir‐
       rors'  have  no	effect.	 Like  the  'counter-spell', it also acts as a
       'shield' for its subject. 'Dispel magic' will not dispel stabs or  sur‐
       renders,	 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 sub‐
       ject 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 elemen‐
       tals of the opposite type will also destroy each other  before  attack‐
       ing,  and two of the same type will join together to form a single ele‐
       mental of normal strength. If there are two opposite storms and an ele‐
       mental,	or  two	 opposite elementals and one or two storms, all storms
       and elementals cancel each other out.

       Damaging Spells

       'Missile': S-D

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

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

       Kills the subject stone dead. This spell is  so	powerful  that	it  is
       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.	Resis‐
       tance  to  heat	or  cold offers no defence. A simultaneous 'cure light
       wounds' does not cancel the spell; it only heals one of the  points  of
       damage. A 'shield' has no effect.

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

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

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

       The subject of this spell is hit by a ball  of  fire,  and  sustains  5
       points of damage unless he is resistant to fire. If at the same time an
       'ice storm' prevails, the subject of  the  'fireball'  is  instead  not
       harmed  by  either spell, although the storm will affect others as nor‐
       mal. If directed at an ice elemental,  the  fireball  will  destroy  it
       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 "noth‐
       ing" and "stab" gestures.  If the subject is a monster it  will	attack
       whoever	it  attacked  this  turn. If the subject is simultaneously the
       subject of any of 'confusion', 'charm person', 'charm monster', 'paral‐
       ysis' or 'fear' then none of the spells work.

       'Confusion': D-S-F

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

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

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

       'Paralysis': F-F-F

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

       'Fear': S-W-D

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

       'Anti-spell': S-P-F

       On the turn following the casting of this  spell,  the  subject	cannot
       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 sub‐
       ject's gesture history.)	 The spell does not affect  spells  which  are
       cast on the same turn; nor does it affect monsters.

       'Protection from Evil': W-W-P

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

       The subject of this spell immediately takes an extra turn, on which no-
       one can see or know about unless	 they  are  harmed.  All  non-affected
       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 com‐
       pletes, provided it is in one of the  next  three  turns,  is  "banked"
       until  needed  --  i.e. it fails to work until its caster desires.  (If
       you have a spell banked, you will be asked each turn  if	 you  want  to
       release it.) Note that spells banked are those cast by the subject, not
       those cast at him. If he casts more than one spell at the same time, he
       chooses which is to be banked. Remember that P is a 'shield' spell, and
       surrender is not a spell. A wizard may only have one  spell  banked  at
       any one time.

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

       This spell must be upon a wizard. The next spell he completes, provided
       it is in the next three turns, and which falls  into  the  category  of
       "Enchantments" will have its effect made permanent.  (Exeptions: 'anti-
       spell', 'disease', 'poison', 'time-stop', 'delayed effect', and 'perma‐
       nency'  cannot  be  made permanent. Note that 'resist heat' and 'resist
       cold' are inherently permanent  enchantments.)	This  means  that  the
       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 indi‐
       vidual monster or wizard. Unless protected in that turn by  a  'shield'
       spell or another spell with the same effect, the target stabbed suffers
       1 point of damage. The wizard only has one knife, so can only stab with
       one hand in any turn, although which hand doesn't matter. The stab can‐
       not be reflected, counter-spelled, dispelled, or banked.

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

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

       If  'remove enchantment' is cast on a wizard who is also the subject of
       a summoning spell, the  summoned	 monster  should  be  destroyed	 after
       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 Spell‐
       binder, was created by Richard Bartle; it was printed in his zine Sauce
       of the Nile.  He attempted to have it commercially produced, but appar‐
       ently didn't get very far.
       It was reprinted (with some changes) as Spellcaster in the fanzine Duel
       Purpose, written by Mike Lean. From there, it was scanned and posted to
       the Net by Andrew Buchanan (buchanan@heron.enet.dec.com). I grabbed  it
       and wrote this X version.
       Richard Bartle <76703.3042@compuserve.com> would like to point out that
       he is not at all dead. He has nicely given his permission to distribute
       this program, as long as it remains free.

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

				     local			  SPELLCAST(6)
[top]

List of man pages available for DragonFly

Copyright (c) for man pages and the logo by the respective OS vendor.

For those who want to learn more, the polarhome community provides shell access and support.

[legal] [privacy] [GNU] [policy] [cookies] [netiquette] [sponsors] [FAQ]
Tweet
Polarhome, production since 1999.
Member of Polarhome portal.
Based on Fawad Halim's script.
....................................................................
Vote for polarhome
Free Shell Accounts :: the biggest list on the net