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 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 +.

      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



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      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.




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      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



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      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.





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 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



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      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.



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      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.




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      '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.



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      '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



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      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





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      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.





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

      'Paralysis': 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.




                                   - 12 -      Formatted:  November 14, 2024






 SPELLCAST(6)                                                   SPELLCAST(6)
                                    local



      '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



                                   - 13 -      Formatted:  November 14, 2024






 SPELLCAST(6)                                                   SPELLCAST(6)
                                    local



      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





                                   - 14 -      Formatted:  November 14, 2024






 SPELLCAST(6)                                                   SPELLCAST(6)
                                    local



      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



                                   - 15 -      Formatted:  November 14, 2024






 SPELLCAST(6)                                                   SPELLCAST(6)
                                    local



      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.
      Undoubtedly, some part of this chain violates somebody's copyright.
      However, Richard Bartle is alleged to have died at some point, so the
      moral problems seem to be minimal.

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























                                   - 16 -      Formatted:  November 14, 2024