--------------- --- Mage v1 --- --------------- ************* *** Start *** ************* Dagger - uses 1 hand; pay 1 action: 1 damage, 1 range, melee type ******************** *** Magic Levels *** ******************** 0g Magic Level 0 - 6 MP; 2 Power 6g Magic Level 1 - 8 MP; 3 Power 10g Magic Level 2 - 10 MP; 4 Power 21g Magic Level 3 - 15 MP; 5 Power 40g Magic Level 4 - 25 MP; 6 Power ************** *** Spells *** ************** 3g Zap - pay 1 action, 1 MP: Power damage, infinity range, energy type 5g Feild - pay 1 MP: any time, infinite range LOS, until the end of your next turn the next 5 damage that target character takes is prevented, may not target yourself 5g Sheild - pay 1 MP: any time, all damage to you from ballistic attacks this turn is reduced to zero 15g Blast Jacket - pay 2 MP, all damage to target character from explosive attacks and range/radius from the target of the attack is reduced to zero until the end of the turn, this may target yourself or any other character on the board of your choice 10g Fireball - 1 action, 2 MP, Power damage 1 push back, 1/3 X Power damage (round up) 1 push back at 1 radius, 1/3 X Power damage (round down) at 2 radius, infinity range, explosive, fire 13g Lightning Bolt - pay 1 action, 3 MP: choose a space, that space takes Power damage of electric type 20g Mighty Grasp - pay 1 action, 1 MP: 2 * Power damage, 2 range, melee type 9g Superbarrier - pay 1 MP: any time, until the end of your next turn barriers may not be damaged or destroyed 12g Firestorm - pay 1 action, 1 MP: once this turn and during each of your next 2 turns choose 2 spaces randomly to take 2 X Power damage, Power damage at 1 radius, Power damage at 2 radius (no blast shadow), all gold on those 2 spaces per turn is destroyed, this may damage downed characters, fire type 13g Quick - pay 2 MP: gain 1 action, you may use this ability only during your turn 15g Teleport - pay 2 MP: teleport to a random space 6g Speedy Move - pay 1/2 action, 1 MP: move 1 space 15g Levitate - pay 1 MP: until the end of your next turn you are considered to be levitating, until the end of the turn you may spend 1 action to move 2 spaces 14g Slow World - pay 1 MP: until the beginning of your turn after your next turn characters may not move more than one space per turn 10g Soulsap - pay 2 MP: you may use this ability only when you kill a character and only once each time you kill a character, gain 1 max MP and starting MP permanently, this may not be countered; prerequisite: Magic Level 4 ************* *** Wands *** ************* 14g Buzz Wand - uses 1 hand; gain 1 Power; pay 1 action, 1 MP: Power + 2 damage, 6 range, electric type; this is a weapon 15g Scepter of Disappearance - uses 1 hand; pay 1 action, 1 MP: you are no longer on the board and may not use other effects, you must pay 1/2 MP at the beginning each of your turns or end this effect and teleport to a random space, when using this ability you don't have to declare it and you may let it be ambiguous if you used this or wand of invisibility 20g Wand of Invisibility - uses 1 hand; pay 1 action, 3 MP: 4 range, target character is now invisible, may target yourself, when using this ability you don't have to declare it and you may let it be ambiguous if you used this or scepter of disappearance 16g Wand of Ice - uses 1 hand; pay 1 action, 3 MP: 2 damage, 8 range, water type, may only target characters, the target character skips their next 4 turns and may not take damage until after them; this is a weapon 6g Wand of Teleportation - uses 1 hand; when teleporting you may teleport to any space within 1 range (up to 1 diagonal) of the randomly chosen space 20g Wand of the Good Earth - uses 1 hand; pay N MP: 3 range, place a wall on target space, may only target spaces occupiable by walls, may target empty spaces, N is the number of times you have used this effect during this level, if you are also carrying the Wand of the Evil Earth this ability's range is 6 and MP cost is reduced by 1 20g Wand of the Evil Earth - uses 1 hand; pay N MP: 4 range, destroy target wall and deal 1/2 * Power damage (round down) at 1 radius, this may only target walls, N is the number of times you have used this effect during this level, if you are also carrying the Wand of the Good Earth this ability's range is 7 and MP cost is reduced by 1; this is a weapon *************** *** Weapons *** *************** 13g Glove of Shocking - uses 1 hand; pay 1 action, 1 MP: Power damage, 1 range, melee type, electric type, any character damaged by this loses their next turn ************* *** Items *** ************* 35g Cloak of Invisibility - pay 4 MP: you are now invisible 15g Wizard's Cap - gain 15 max. and starting MP; reduce your max and starting HP to 2 after other effects except wand of death; lose 1 Power; 4g Spell Book - you may transfer any spells you want to or from your spell book between levels, the same spell may not be both in and out of your spell book, you may and may only cast spells in your spell book with spell book MP, you have 5 spell book max and starting MP, at the beginning of each of your turns you gain 1/2 spell book MP; prerequisite: Magic Level 3 2g Flame Sheild - any time, all fire damage to you is reduced to zero until the end of the turn the first time you buy this it costs 13 gold; each of these may be used 3 times and then is permanently gone; you may carry up to 5 of these onto the board 3g Opening Orb - one use, pay 2 MP: teleport an additional exit onto the board to a random space; you may carry up to 5 of these onto the board