Nasty verbatim text - sorry !
--- Character Attributes --- Damage : How much harm you can withstand before losing the duel. Hold Slots : Certain spells are 'holdable', but each spell 'held' at any given time requires its own 'hold slot'. Draw rate : How many new cards you pick up at the end of each turn. Hand Size : The number of cards you can have in hand at any one time. Energy : Strong magical energies are needed to cast some spells. Your 'energy' score represents how much of these you have at your disposal. Initial levels : Damage 200, Hold Slots 0, Draw rate 2, Hand size 8, Energy 50. --- Spell Classes --- Power : These spells generally improve your abilities and tend to have long lasting effects, but are often tricky to cast. Effect : Often easier to cast, but have quick, one-off effects. Summon : Used to bring allies, underlings and equipment into the duel. --- Spell Attributes --- Blockable : Applies to spells which can be prevented by the opponent at the time of casting. The method by which blocking is possible is detailed in the spell description. You may only block a spell directed at you. Holdable : Applies to effects, which are otherwise instant. Dispellable : Applies to powers, which are otherwise permanent. Attackable : Applies to summoned things. Attacks directed at such targets cannot be 'blocked'. Stackable : Applies to powers, meaning that it is possible to have that power two or more times in combination. Also applies to effects, meaning that the effect can be used multiple times simultaneously and the results are applied for each. --- Terminology --- Attack : Not all damage caused counts as an attack. Damage from disbelief of illusions, for example, is not. A spell description will state whether or not its effects are attacks. Natural : Applied to a card, this term means that the card must really be the same as the actual physical card used. In other words no spells may be used to change it's value or suit in any way. Curse : Applies to certain spells. This means that certain special rules may apply in their interactions with other spells - for example a Talisman can remove curses. --- Power Spell Descriptions --- *Power Crystal - Stacking Requires : Two aces. Effect : Gain 1 hold slot. *Regeneration - Stacking Requires : A natural out of suit run of 4 plus 100 energy. Effect : +1 draw rate. *Magic Mastery - Stacking Requires : This spell requires four consecutive spell actions to cast ( though these need not be in the same turn ). For each of these actions cards with a total face value of exactly 20 must be used. Any or all of the parts of the casting may be illusory, but if any one is successfully disbelieved then the whole casting is ended ( and would need to be begun again to achieve the effect ). Effect : Gain one spell action per turn. *True Sight - Requires : Two tens and one royal card from the same suit as each of the tens (total 6 cards). Effect : Damage to opponent when you succeed in disbelief is doubled. *Shadow Force - Dispellable Requires : Three twos and one royal card from the same suit as each of the twos (total 6 cards). Effect : Damage to opponent for false disbelief is doubled. *Elemental Control - Dispellable Stacking Requires : Four cards which must either be 4s or 8s. Effect : You may treat any card as if it were of the controlled suit. Only one card at a time may be affected in this way, unless you stack multiple castings of this spell. *Shapechanger - Requires : Four 7s, one from each suit. Effect : At any time you may alter the effective value of one card by +/- 1 but not outside the range 2-A. *Ritual - Stackable Requires : At least one card from each suit. All the clubs must be lower valued than all the diamonds which must be lower valued than all the hearts which must be lower valued than all the spades. You must use your entire hand when casting this spell. Effect : When you cast a spell you may keep aside 1 card for each ritual you have cast for use in another spell cast _this_ turn. However, a minimum of 1 must be discarded. Any unused cards are also discarded at the end of the turn. *Mystic Library - Stackable Requires : This spell requires two consecutive spell actions to cast, though these need not be in the same turn. It does not require any cards to cast, but the spellcasters hand must be entirely empty during each of the spell actions. ( This will not be possible without making use of other spell effects ). Effect : Max hand size +2 *Ascension - Dispellable Requires : You must give all the cards in your hand to your opponent and transfer all your energy to her also, she is obliged to accept the cards. Your hand must be at its maximum size in order to cast this spell. Effect : If you win the round you gain double score for remaining damage. *Inner Strength - Stackable Dispellable Requires : 40 energy and a run of three royal cards in a suit. Effect : Any damage done to you is reduced by 1 point, minimum damage 1. *Ring of Blades - Curse Requires : Three 5s and any three royal cards. Effect : Each spell your opponent casts, except 'Learn Magic' causes them 5 damage. *Maze of Darkness - Curse, Blockable Requires : Three 3s and any three other cards. Effect : Your opponent's draw rate becomes 1 for as long as the maze lasts. Blocked if your opponent discards cards the total value of which matches the total value of the three non-3s used in casting. *Familiar - Requires : Four nines plus any two royal cards. Effect : In your effects phase you may draw 1 card for each 2 damage you sacrifice. *Runes - Stackable Requires : A natural triple, a natural pair and three other cards, all the casting cards must have different values ( with the exception, of course, of those that are obliged to be the same ). Effect : Thereafter, any card may be treated as having the value of the triple used to cast the spell. This can only be applied to one card at a time. (eg. one card per spell). Note that only different runes are stackable, you may not have two the same. *Iron Tower - Stackable Requires : One each of A,K,Q,J (any suits) and 25 energy. Effect : Your cards count as 1 'pip' higher when blocking fireballs. --- Effect Spell Descriptions --- *Empower - Requires : Four cards from each of 2 suits (total 8 cards). Effect : Gain 30 energy. *Mighty Strike - Holdable Requires : An out-of-suit run of six cards. Effect : The next attack on your opponent from one of your spells which causes at least 1 point of damage, causes double damage. *Stone Armour - Holdable Requires : A number of cards equal to your maximum hand size. You may cast no further spells this turn. Effect : The next damage inflicted on you by any attack is ignored. *Sacrificial Flame - Holdable Requires : 10 energy and three royal cards in the same suit. Effect : Opponent must discard two random cards. *Learn Magic - Requires : Any 1 card. Effect : Draw 1 card. *Fireball - Blockable Requires : An in suit run of 2 or more cards. Effect : 5 damage per card, blocked if your opponent discards a higher card in same suit. *Ancient Power - Holdable Requires : Four or more non-royal cards, all of which must have even value. You must use your whole hand to cast this spell. Effect : Take any 1 card from the discard pile, ignores hand limits. *Skeleton Charm - Holdable Requires : One card from each suit. Your maximum hand size must not be higher than 8. Effect : Draw 2 cards. *Path of Purity - Holdable Requires : 5 energy and any six non-royal cards with different values. Effect : Discard any 1 card. *Potion - Holdable Requires : Six or more red cards (hearts or diamonds). You may not use your whole hand to cast this spell, you must retain at least one card. Effect : Gain one spell action (not per turn). *Freeze - Holdable Requires : Any four diamonds, no two of which may have adjacent values. Effect : Opponent loses next spell action. *Dispel - Requires : One each of A,K,Q,J of which no two must be in the same suit. Also two non-royal odd valued cards and two non-royal even valued cards no two of which must be in the same suit. Effect : One dispellable power of your choice held by your opponent is removed. --- Summon Spell Descriptions --- *Call Chaos - Requires : Two adjacent pairs (eg. pair of 4s and pair of 5s). Effect : At any later point you may draw a card to use immediately as if it were any card of your choice. *Aura of Rulership - Requires : Any three royal cards. However, you must cast the spell by claiming it is something else ( ie. casting an illusion of something else ). If the illusion is believed then the Aura takes effect, otherwise you take damage as normal. Note that if by any means at your disposal the 'illusion' could have been made to be real (eg. by using Shapechanger or Elemental Control) then this does not count and the Aura is not cast. Casting Aura of Rulership is instead of the effect of the illusory spell, not as well. Effect : If you win the round you gain 10 points extra. *Talisman - Attackable (20 damage) Requires : Any five hearts, no two of which may have adjacent values. Effect : Makes the caster immune to curses and removes any curses currently affecting the caster. *Wild Beasts - Blockable Requires : Two or more cards of the same value. Effect : Causes damage equal to the sum of the face values of the cards used to cast it. Blocked if your opponent discards a run of cards in the same suit equal in length to the number of cards used to cast the spell. *Guardian Spirit - Attackable (30 damage) Requires : Six or more cards containing no royals and each of odd value. Effect : Whenever the caster successfully blocks any spell she gains 5 energy for each Guardian Spirit she has. *Avatar - Attackable (50 damage) Requires : Any ten non-royal black cards (spades or clubs). Effect : Once summoned, Avatars remain until killed. As a spell action an avatar may attack, causing 1 damage for each 4 points of energy spent by the caster. *Stalking Doom - Attackable (40 damage) Requires : Any five clubs, no two of which may have adjacent values. Effect : When summoned, a Stalking Doom has 'size 1'. Once in each of the caster's turns at a moment of his choosing, the Stalking Doom will attack. This attack causes damage equal to the size of the Stalking Doom. If at least one point of damage is done to the opponent themselves then the Stalking Doom's size increases by 1 after the attack. *Fiend - Attackable (50 damage) Requires : Three 6s. Effect : Once summoned, Fiends remain until killed. As a spell action all of the Fiends controlled by the caster may attack once each. A Fiend's attack causes 2 points of damage. *Vampire Essence - Blockable Requires : Any five spades, no two of which may have adjacent values. Effect : The caster may remove up to 20 energy from the opponent to add to her own energy total. It is not possible to take more than the opponent has. This spell is blocked if the opponent discards cards with a combined value exactly equal to the amount of energy the caster attempts to steal. *Golem - Requires : Three or more pairs. Each pair must consist of two cards of the same colour. Effect : One half of the cards used to cast the spell are 'stored' in the golem. They are placed in a separate pile, face down, though the caster may look at them at any time. The cards 'stored' in the Golem may be used by the caster at any later point and for any purpose. Once used, each card is discarded as normal.