-Spells List-
Below you will find a list of spells (plus surrender), what they do, how long they last, and the series of gestures used to cast them.
In the notation used for gesture series, upper case letters are used as abbreviations except when two simultaneous single-handed gestures are required. In those cases an open bracket followed by a lower case letter (e.g. (w ) will be used instead.
Finally there is a short list of spells in forward and reverse order, intended for use as a reference sheet for players during the battle. To see if a spell has been cast, look up in the reverse section the last gesture and follow back.
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Protection Spells
Shield
gesture P. This spell protects the subject from all attacks from monsters (that is, creatures created by a summonning spell), from missile spells, and from stabs by wizards. The shield will block any number of such attacks but lasts for only one round. The shield protects the subject on the turn in which it is cast.
Remove enchantment
gestures P-D-W-P. Terminates the effects of all Enchantment Spells that have been cast on the subject including those that are cast on the subject at the same time as the remove enchantment. Effects which have already passed are not reversed. For example, the victim of a blindness spell would not be able to see what their opponent's gestures were on the the blindness is removed. Note that all enchantments are removed and the caster may not pick and choose. Remove enchantment also destroys any monster upon which it is cast, although the monster can attack in that turn. Wizards suffer no adverse effects from this spell, aside from the removal of their enchantments.
Magic Mirror
gestures C-(w. Any spell cast on a subject protected by this spell is reflected back upon the caster of that spell. The magic mirror protects only during the turn in which it was cast. The protection includes spells like missile and lightning bolt but does not include attacks by monsters or stabs from wizards.
The mirror does not affect spells which are cast upon oneself (e.g. spells from this section and the Summonning section). The mirror is countered totally if either a counter-spell or dispel magic are cast on the subject in the same turn as the mirror. The mirror has no effect on spells which affect more than one person (such as fire storm). Two mirrors cast at one subject simultaneously combine to form a single mirror.
Counter-spell
gestures W-P-P or W-W-S. Any other spell cast upon the subject in the same turn has no effect. In the case of blanket spells, which affect more than one person, the subject of the counter-spell alone is protected.
For example, a fire storm spell could kill off a monster but not if a counter-spell were cast on the monster in the same turn. Everyone else would be affected as usual by the fire storm 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) except dispel magic and 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 the final gesture in addition to its other properties, but the shield effect is on the same subject as its other effect.
Dispel Magic
gestures 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. The spell will not work on stabs or surrenders. As with a counter-spell it also acts as a shield for its subject.
Raise Dead
gestures D-W-W-F-W-C. The subject of this spell is usually a recently-dead (not yet decomposing) human corpse though it may be used on a dead monster. When the spell is cast, life returns to the corpse and all damage is cured. All enchantments are also removed (as per the spell) so any diseases or poisons will be neutralized and all other enchantments removed. If swords, knives, or other implements of destruction still remain in the corpse when it is raised, they will of course cause it damage as usual. The subject will be able to act normally immediately after the spell is cast. On the turn a monster is raised it may attack. Wizards may begin gesturing on the turn following their return from the dead.
This is the only spell which affects corpses. It therefore cannot be stopped by a counter-spell. A dispel magic spell will prevent its effect, since dispel magic affects all spells no matter what their subject.
If the spell is cast on a live individual, the effect is that of a cure light wounds recovering five points of damage, or as many as have been sustained if less than five. Note that any diseases the live subject might have are not cured.
Cure Light Wounds
gestures D-F-W. If the subject has received damage then he is cured by one point as if that point had not been inflicted.
Thus, for example, if a wizard was at ten points of damage and was hit simultaneously by a cure light wounds and a lightning bolt he would finish that turn on fourteen points rather than fifteen (or nine if there had been no lightning bolt).
The effect is not removed by a dispel magic or remove enchantment.
Cure Heavy Wounds
gestures D-F-P-W. This spell is similar to cure light wounds in effect but two points of damage are cured. Note that only one point is cured if only one point of damage has been sustained and the spell has no effect if the subject is completely undamaged.
This spell will also cure any diseases the subject might have at the time.