Archmage - Spellcaster
Introduction
This is a game concerning the imaginary conflict between 2 powerful
wizards in a duel of sorcery. The 2 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
game is an attempt to capture the spirit of such a battle in as simple yet
exciting way as possible. The only equipment needed is pencil, paper and
opponent. Time taken varies between 15 - 30 minutes. 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
The activities of wizards and those of the monsters they create, are
written down simultaneously in secret, both players for their respective selves
and monsters but occasionally for their opponent or one of his creatures as
dictated by certain spells. After both have completed this, their moves are
exposed at the same time and dealt with as if they occurred coincidentally.
Certain spells may alter these circumstances - for example, you don't get to
see all your opponent's moves if he is invisible.
Each of these periods of activity is a "turn". In a turn, the player's
wizard can either gesture with his hands for part of a spell, stab with his
knife, or do nothing. They use both hands and both hands can act either
independently - or in concord with the other. Monsters cannot make magical
gestures but will obey their master's commands exactly - although the identity
of the master could change as a result of enchantment.
Note that 'before the turn' means 'before all other actions that turn' and
'after the turn' means 'at the very end of the turn'.
Gestures
Spells are created by strings of gestures made with the hands. There are
5 single-handed gestures, these being with the fingers (F), with the palm (P),
the snap (S), the wave (W) and the digit pointing (D). There is one 2-handed
gesture, the clap (C) which must be done simultaneously with both hands to be
valid. The meaning of each gesture can be safely forgotten as only the
abbreviations are used, for simplicity. The other things which can be done with
the hand are the non-gestures: stab (stab) and nothing ( ). 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 in the last section. 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
cast 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 2 or more spells then the caster
chooses which one he wants to use. For example, the last 2 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
2 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. Here and in the rest of the
document an open bracket, followed by a lower-(case letter, denotes a gesture to
be performed with *each* hand simultaneously. E.g. (w denotes a W by each hand.
The caster must choose one spell if the gestures are completed in the correct
sequence. Most of these are shot off to nowhere if not required but some cannot
be, for example 'fire storm' which gets you no matter where it is released.
All spells and monsters need a target, that is someone or something to
be the victim. This is usually obvious, for example all enchantments and
damaging spells are usually cast at the opponent, whereas protection spells
are used by the caster himself. However, if your target is not the usual
one, (e.g. you wish to cast a 'Counter-Spell' at your own monster to stop a
'Charm Monster' spell from making it attack you), then the target must be
written down with the gestures. The target need not exist, for example, "the
elemental he's about to create", but if it still doesn't exist when you cast
the spell then you lose the spell. Monsters will usually attack their
controller's opponent but if the target is different, e.g. another monster,
then it must be written.
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" or "nothing" and consequently after pursuing one of
these alternatives, any spell must start from scratch. Note also that wizards
only have one dagger each so cannot stab twice at the same time, although
they can change hands for stabbing without wasting time. Such are the disad-
vantages 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 it is 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 'Con-
fusion' at once). If you have a situation where someone is the subject of some
spells which seem to cancel yet which aren't mentioned in the section on spells,
use your common sense (or someone else's) and you can't go far wrong.
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 examples explicitly mentioned, for example ice elementals in 'ice
storm' or 'counter-spell'/'dispel magic' against all other spells but these are
clearly stated in the final section. 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.
Winning
When a wizard takes 15 or more points of damage, or when he surren-
ders [(p], he looses. If both wizards loose simultaneously, it's a draw.
Note that all damage is cumulative.
Spells
Gestures: D)igit, F)ingers, P)alm, S)nap, W)ave, C)lap
Enchantments are marked with *. Note that Amnesia, Confusion, Charm Person,
Charm Monster, Paralysis and Fear all cancel each other if two or more are
cast or in effect on the same target
Amnesia*: D-P-P; Target: 1 creature; Duration: next turn
The next turn, the target does exactly the same he did this turn.
Anti-Spell*: S-P-F; Target: opponent wizard; Duration: permanent
After the turn it is cast, the subject's gesture sequence is interrupted.
From now on, no spells can be cast using the gestures from before this
interruption.
Blindness*: D-W-F-F-(d; Target: 1 creature; Duration: next 3 turns
If the target is a monster, it is destroyed before the turn. If the target
is a wizard, he cannot see his opponent's gestures for the next 3 turns.
He must still be informed of any spells cast that affect him, but cannot
tell if his own spells work or are countered. He can still control monsters.
Cause Heavy Wounds: W-P-F-D; Target: 1 creature; Duration: instant
Does 3 damage to its target. Cannot be blocked by a Shield.
Cause Light Wounds: W-F-P; Target: 1 creature; Duration: instant
Does 2 damage to its target. Cannot be blocked by a Shield.
Charm Monster*: P-S-D-D; Target: 1 creature; Duration: permanent
If the target is a monster, it will be controlled by the caster of this
spell, starting the turn this spell is cast.
Charm Person*: P-S-D-F; Target: 1 creature; Duration: next turn
If the target is a wizard, the next turn his opponent dicates the action
performed by one of his hands, chosen after the turn this spell is cast.
Confusion*: D-S-F; Target: 1 creature; Duration: next turn
If the target is a monster, it attacks at random next turn. If the target
is a wizard, one of his hands (chosen at random) gestures at random.
Roll 1d6: 1=C, 2=D, 3=F, 4=P, 5=S, 6=W.
Counter Spell: W-P-P or W-W-S; Target: 1 creature; Duration: this turn
Cancels any spell cast upon its target. The target is also protected by a
Shield. If a spell affects several targets, only the target of the Counter
Spell is unaffected. Does not stop Dispel Magic or Finger of Death.
Cure Heavy Wounds: D-F-P-W; Target: 1 creature; Duration: permanent
Heals 2 points of damage and/or cures any disease.
Cure Light Wounds: D-F-W; Target: 1 creature; Duration: permanent
Heals 1 point of damage.
Delayed Effect*: D-W-S-S-S-P; Target: 1 wizard; Duration: this + next 3 turns
The next spell cast by the subject within 3 turns does not take effetct un-
til he desires so, as if it was cast normally on that turn (but it cannot
be canceled by a Counter Spell, for example).
A wizard can only have one spell held at a time.
Disease*: D-S-F-F-F-(c; Target: 1 creature; Duration: permanent
The subject has only 6 turns left to live, including the turn the Disease
is cast. Can only be cancelled by a Remove Enchantment, Dispel Magic or
Cure Heavy Wounds.
Dispel Magic: (c-D-P-W; Target: world; Duration: instant
Removes all enchantments before the turn and destroys all monsters after
the turn. Cancels any spell cast that same turn. Also protects one target
with a Shield. Cannot be canceled by a Counter Spell.
Fear*: S-W-D; Target: 1 creature; Duration: next turn
If the target is a wizard, next turn he cannot make a C, D, F or S gesture.
Finger of Death: P-W-P-F-S-S-S-D; Target: 1 creature; Duration: permanent
Kills the subject. Cannot be blocked by a Counter Spell.
Fire Storm: S-W-W-(c; Target: world; Duration: instant
Does 5 damage to all creatures not resistant to heat.
A Fire Storm and an Ice Storm cancel each other; a second Fire Storm that
same round has no effect. Cancelled by an ice elemental.
Fireball: F-S-S-D-D; Target: 1 creature; Duration: instant
Does 5 damage to its target, unless it's resistant to heat.
If an Ice Storm is cast at the same time, the target of the Fireball is not
affected by either spell.
Haste*: P-W-P-W-W-(c; Target: 1 creature; Duration: next 3 turns
The subject can attack twice, or make 2 gestures with each hand. These
actions all take effect in the same turn.
Ice Storm: W-S-S-(c; Target: world; Duration: instant
Does 5 damage to all creatures not resistant to cold.
A Fire Storm and an Ice Storm cancel each other; a second Ice Storm that
same round has no effect. Cancelled by a fire elemental.
Invisibility*: P-P-(w-(s; Target: 1 creature; Duration: next 3 turns
If the target is a monster, it is destroyed before the turn. If the target
is a wizard, his gestures cannot be seen by his opponent (but his spells
can) and can only be attacked, but not harmed, by monster attacks, Stabs
and individually targetted spells.
Lightning Bolt: D-F-F-D-D or W-D-D-(c; Target: 1 creature; Duration: instant
Does 5 damage to its target. Cannot be blocked by a Shield.
The W-D-D-(c variation can be used once per battle per wizard only.
Magic Mirror: (c-(w ; Target: 1 creature; Duration: this turn
Reflects all spells cast at its subject back to their caster.
Does not affect monster attacks or Stabs, spells cast on oneself, or spells
that affect more than one target.
Countered instantly by a Dispel Magic or Counter Spell
Missile: S-D; Target: 1 creature; Duration: instant
Does 1 damage to its target, unless blocked by a Shield, Counter Spell,
Dispel Magic or Magic Mirror (which returns it to its caster).
Paralysis*: F-F-F; Target: 1 creature; Duration: next turn
If the target is a monster, it does not attack next turn. If the target is
a wizard, one of his hands, chosen by the caster of the Paralysis at the
end of the turn it's cast, is frozen.
If that hand's gesture was a C, S or W it is transformed to a F, D or P
respectively; otherwise it will do the same next round (including Stabs)
Permanency*: S-P-F-P-S-D-W; Target: 1 wizard; Duration: this + next 3 turns
The next spell cast by the subject within 3 turns will be permanent.
This will result in the same effect for the remains of the game.
Only Enchantments can be made permanent; Anti-Spell, Disease, Poison, Time
Stop, Delayed Effect and Permanency cannot be made permanent.
Poison*: D-W-W-F-W-D; Target: 1 creature; Duration: permanent
The subject has only 6 turns left to live, including the turn the Poison
is cast. Can only be cancelled by a Remove Enchantment or Dispel Magic.
Protection from Evil*: W-W-P; Target: 1 creature; Duration: 3 turns
The subject is protected by a shield for this turn and the following 3.
Raise Dead: D-W-W-F-W-(c; Target: 1 dead monster; Duration: permanent
Restores a dead creature to full health points; also cures any poison or
disease remaining in the body. The creature is controlled by the caster of
the Raise Dead and can attack that same turn. This cannot be canceled by a
Counter Spell.
When cast on a living creature, it will heal up to 5 points of damage, but
won't cure poisons or diseases.
Remove Enchantment: P-D-W-P; Target: 1 creature; Duration: instant
Destroys a monster, or removes all enchantment-spells from a wizard after
the turn.
Resist Cold*: S-S-F-P; Target: 1 creature; Duration: permanent
The target cannot be harmed by cold and ice attacks. Can only be canceled
by a Dispel Magic or Remove Enchantment, or by a Counter Spell cast on the
turn the Resist Cold is cast. Destroys an ice elemental if cast upon it.
Resist Heat*: W-W-F-P; Target: 1 creature; Duration: permanent
The target cannot be harmed by heat and fire attacks. Can only be canceled
by a Dispel Magic or Remove Enchantment, or by a Counter Spell cast on the
turn the Resist Heat is cast. Destroys a fire elemental if cast upon it.
Shield: P; Target: 1 creature; Duration: this turn
Protects its subject from all monster attacks, Missile spells and Stabs.
Stab: stab; Target: 1 creature; Duration: instant
This is not a spell. It does 1 damage to a target, unless protected by a
Shield or similar spell. A wizard cannot stab with both hands in a turn.
Summon Elemental: (c-S-W-W-S; Attack = 3, Defense = 3
Summons either a fire or an ice elemental at the caster's option, after he
has seen all gestures made that turn.
Elementals attack and damage everyone who is not resistant to them.
An ice elemental will cancel a Fire Storm or Fireball, but is destroyed in
this action. It is also destroyed by an Ice Storm or a Resist Cold cast di-
rectly upon it, but does not cancel these spells.
Two different elementals destroy each other; of two of the same elementals,
one is destroyed. If an elemental is destroyed by any of these means, it
cannot attack that turn.
Elementals are not monsters for purpose of most spells.
Summon Giant: W-F-P-S-F-W; Attack = 4, Defense = 4
Summon Goblin: S-F-W; Attack = 1, Defense = 1
Summon Ogre: P-S-F-W; Attack = 2, Defense = 2
Summon Troll: F-P-S-F-W; Attack = 3, Defense = 3
Surrender: (p; Target: none; Duration: permanent
This is not a spell. However, if a wizard makes the (p gestures, he looses,
unless his gestures completed (a) spell(s) which killed his opponent.
Time Stop*: S-P-P-(c; Target: 1 creature; Duration: next 3 turns
The subject gains an extra action before the turn, which cannot be seen by
anyone unless harmed by it. Resistance is of no avail against these actions.
Spells in Forward Order (* indicates an enchantment)
(c-D-P-W Dispel Magic P-S-D-F Charm Person*
(c-S-W-W-S Summon Elemental P-S-F-W Summon Ogre
(c-(w Magic Mirror P-W-P-F-S-S-S-D Finger of Death
D-F-F-D-D Lightning Bolt P-W-P-W-W-(c Haste*
D-F-P-W Cure Heavy Wounds S-D Missile
D-F-W Cure Light Wounds S-F-W Summon Goblin
D-P-P Amnesia* S-P-F Anti-Spell*
D-S-F Confusion* S-P-F-P-S-D-W Permanency*
D-S-F-F-F-(c Disease* S-P-P-(c Time Stop*
D-W-F-F-(d Blindness* S-S-F-P Resist Cold*
D-W-S-S-S-P Delayed Effect* S-W-D Fear*
D-W-W-F-W-(c Raise dead S-W-W-(c Fire Storm
D-W-W-F-W-D Poison* W-D-D-(c (1x) Lightning Bolt
F-F-F Paralysis* W-F-P Cause Light Wounds
F-P-S-F-W Summon Troll W-F-P-S-F-W Summon Giant
F-S-S-D-D Fireball W-P-F-D Cause Heavy Wounds
P Shield W-P-P Counter-Spell
(p Surrender (no spell) W-S-S-(c Ice Storm
P-D-W-P Remove Enchantment W-W-F-P Resist Heat*
P-P-(w-(s Invisibility* W-W-P Protection f.Evil*
P-S-D-D Charm Monster* W-W-S Counter-Spell
Spells in Reverse Order
(read your last few gestures backwards to see if you've made a spell)
(c-D-D-W (1x) Lightning Bolt (p Surrender (no sp)
(c-F-F-F-S-D Disease* P-F-S-S Resist Cold*
(c-P-P-S Time Stop* P-F-W Cause Light Wounds
(c-S-S-W Ice Storm P-F-W-W Resist Heat*
(c-W-F-W-W-D Raise Dead P-P-D Amnesia*
(c-W-W-P-W-P Haste* P-P-W Counter Spell
(c-W-W-S Fire Storm P-S-S-S-W-D Delayed Effect*
D-D-F-F-D Lightning Bolt P-W-D-P Remove Enchantment
D-D-S-P Charm Monster* P-W-W Protection f.Evil*
D-D-S-S-F Fireball (s-(w-P-P Invisibility*
(d-F-F-W-D Blindness* S-W-W Counter-Spell
D-F-P-W Cause Heavy Wounds S-W-W-S-(c Summon Elemental
D-S Missile (w-(c Magic Mirror
D-S-S-S-F-P-W-P Finger of Death W-D-S-P-F-P-S Permanency*
D-W-F-W-W-D Poison* W-F-D Cure Light Wounds
D-W-S Fear* W-F-S Summon Goblin
F-D-S-P Charm Person* W-F-S-P Summon Ogre
F-F-F Paralysis* W-F-S-P-F Summon Troll
F-P-S Anti-Spell* W-F-S-P-F-W Summon Giant
F-S-D Confusion* W-D-D-(c Dispel Magic
P Shield W-P-F-D Cure Heavy Wounds
Sample Game
I now include a sample game with following comments. Significant spells
are marked +. Null gestures are in brackets. Underlined gestures and above
cannot be used further due to the effects of an 'anti-spell'.
Turn BLACK WHITE
Left Right Damage Left Right Damage
1 W W + 0 W + P 0
2 W P + W + D
3 D F + F + + W
4 D + D + P + + W 3
5 F + P S + S +
6 F + P 1 W D +
7 S D W + + D
8 S W W + + S +
9 F F + S + + F +
10 P + (C) + D + + W ++
11 Stab + P P ++ + D +
12 P + S P + D +
13 P + S 6 C C +
14 W + W S + + S
15 + S + + S W + + P
16 + D + D W + + F 5
---------------
17 W + S + 11 C + C
18 D + P + + S + S
19 D + F + 13 + D + D
---------------
20 C + + C S + S 10
21 W + W P + W
22 P P F + W
Annotation
1. Black starts with 2 W's hoping to use the left as a possible W-W-S 'counter-
spell' in the event of White opening with an attack, or as a possible W-W-F-P
'resist heat' spell. His right hand also opens for a possible 'counter-spell'
or W-P-F-D 'cause heavy wounds' if White has no possible attack; the second P
will also cover against any S-D 'missile attack'.
White has the same ideas for his left hand as Black and opens with a P for his
right hand in case Black tries a stab, leading to P-D-W-P 'remove enchantment'
hopefully.
2. Both complete their second gestures as intended and both notice that neither
can use an offensive spell on the third turn so they can switch their left
hands to W-W-F-P 'resist fire'. Black notices that the only spell White could
be preparing with his right hand is remove enchantment and hence his own
'resist fire' would be canceled. Since he cannot adjust his right hand sequence
to produce a 'counter-spell' he resolves to use his latest W to start a W-D-D-(c
'lightning bolt'.
3. White had to continue his 'remove enchantment' in case Black called his bluff
but now knows it is pointless to continue as there will be nothing to cancel.
Black is certain to hit White with an unstoppable 'cause heavy wounds' next time
but notices too late that, had he instead of gesturing a D with his left hand,
gestured a W, he could have cast a W-W-S 'counter-spell' at White and stopped
his 'resist heat' from working. However, he has a 'lightning bolt' coming as
compensation...
4. Black hits White with his 'cause heavy wounds' and White becomes fire-
resistant. White notes that had he gone ahead with his 'remove enchantment'
spell he would have been doing two P gestures this turn - surrendering! Instead
he performs a W with his right hand to time a 'counter-spell' after Black's
last continuation.
5. Black aborts his 'lightning bolt' spell, but White still follows through
with his 'counter-spell', just in case. Black switches to the other combination
for 'lightning bolt', D-F-F-D-D and sneaks in the start of an amnesia D-P-P.
White commences a 'summon ogre' P-S-F-W with his left hand, but upon seeing
that next time he will be struck by 'amnesia' realizes that he won't be able to
continue it. Knowing the nature of the spell, he decides to switch next time to
a spell starting off with 2 identical gestures, a W-W-S 'counter-spell' for
safety.
6. Black hits White with the predicted D-P-P amnesia spell, meaning that White
must repeat his gestures next time with the same hands. White knows that he
has a "free" S-D 'missile' on Black since Black cannot do a P shield to defend
himself or he would be performing the 'surrender' gestures.
7. Since Black knows White's gestures, he can tell that White will be able to
time a 'counter-spell' to ward off the proposed 'lightning bolt' D-F-F-D-D, so
he changes to a 'fireball' F-S-S-D-D. However, White is resistant to fire so a
P-D-W-P 'remove enchantment' is called for from the right hand.
8. White surprised Black by repeating his W gesture in the left hand so he can
now time a counter spell for the next round and thus prevent the 'remove
enchantment' from affecting his fire invulnerability (although his resistance
to fire will be unaffected by the 'counter-spell' since he has already cast the
spell on himself in round 4). With his right hand, White half-heartedly starts
off a 'confusion' spell to interrupt Black next time.
9. Black does 2 F gestures having to change in mid-spells after White's cunning
gestures last round. He decides to go for a 'blindness' spell D-W-F-F-(d with
his right hand, and for 'cold resistance' S-S-F-P with his left, to cut his
losses. White casts the counter spell W-W-S on himself so that his 'confusion'
D-S-F will work on Black.
10. Black writes down P for his left hand and F for his right, and White writes
D and W. Since Black was hit by a 'confusion' last time one of his gestures
will be affected. He rolls a C on the right hand and this supersedes the F he
had written down. Since he didn't C with his other hand and C is a 2-handed
gesture, it counts as a null. Note that if he had rolled for a P he would
have surrendered. White finishes off a 'summon goblin' spell S-F-W, and a
'missile' S-D. Black's left hand finishes a 'resist cold' S-S-F-P but he
decides to use only the last gesture as a P 'shield' so that neither of White's
attacks harm him. Now he will wish to dispose of the goblin as soon as possible
so he can stop performing P's to protect himself.
11. Black stabs the goblin and, since only 1 hit is required to kill it,
eliminates it. He also gestures a P 'shield' so that it cannot harm him in that
turn. White gestures for an 'amnesia' D-P-P and a 'lightning bolt' W-D-D-(c
(the sort which can only be used once per wizard). He also performed a P
'shield' but didn't notice and since it is in the "protection" section it was
cast upon himself. If he had cast it at the goblin it wouldn't have been
killed.
Black realizes that he will have no defence against either of White's
forthcoming attacks, so chooses to work 2 spells beginning with the same
gesture next time so that the amnesia won't be too damaging.
12. Black must start off both gestures from scratch after the stab and half-(c
and opts for P-P-(w-(s 'invisibility' and 'resist cold' S-S-F-P. White's
'amnesia' spell is completed so Black must repeat next time as expected.
13. Black repeats, and White does a C gesture with both hands to terminate a
W-D-D-(c 'lightning bolt' giving 5 points of damage to Black. White cannot cast
another 'lightning bolt' using the same gestures now, even if he does W-D-D-(c
since this type is allowed only once per battle. However, he may use the
alternate gestures if he desires.
14. Black aborts his right-hand spell since a W with both hands is needed for
the 'invisibility'. White does 2 S gestures, hoping for a (c-S-W-W-S 'summon
elemental' and either an 'anti-spell' S-F-F or 'summon goblin' S-F-W.
15. Black goes invisible for the next 3 turns so White won't be able to see his
gestures. White continues with his 'summon elemental' but has the option to
change to a 'fire storm' sequence if he so desires.
16. Realizing that he is about to be hit by an 'anti-spell' S-P-F from White,
Black opens up with 2 'missiles' S-D and catches White off guard. Next time
Black must gesture from scratch again. Although White does not see Black's
gestures he knows he has been hit by 2 'missiles' so can work them out.
17. For the second time, Black starts up for a 'lightning' bolt W-D-D-(c, hoping
this time to complete it, and a covering 'anti-spell' S-P-F so that White will
be unable to defend himself from it. Meanwhile White realizes he is resistant
to fire and unleashes a 'fire storm' giving 5 points of damage to all those not
fire-resistant which just happens to be Black.
18. White does 2 S gestures again hoping to fool Black into thinking that he
will repeat the sequence he used after the last C gesture, whereas he intends
to hit out with 2 S-D 'missiles' next turn (when Black becomes visible again).
Black continues with his plan.
19. Black is surprised by the 2 'missiles' from White and is not performing a
P 'shield' which would protect him. White is hit by Black's 'anti-spell' S-P-F
but is unaware of the impending 'lightning bolt' anyway...
20. Black hits White with his 'lightning bolt' as White prepares 2 more
'missiles' which would kill Black if they hit, but, noting Black's C he daren't
risk the possibility of it being followed by a pair of W's for a (c-(w 'magic
mirror' which would reflect them back at White. Hence White decides to go for
another 'anti-spell' and 'fire storm'.
21. Black does perform the 2 W's planning to 'cause heavy wounds' or defend with
'counter-spell'. White continues as planned and Black becomes aware that he is
about to be burned to death.
22. Resigning himself to defeat Black surrenders just as White's 'anti-spell'
hits him. The battle ends before White can make the final C gesture which would
have disposed of his enemy. White wins the contest.
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