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DiskWars Master Spell List

(Including the FAQ 3.1, Revised, MoT, Garrison Pack, Wastelands & Legions RoP)

TM and Copyright 1999-2000 Fantasy Flight Publishing Incorporated, all rights reserved, used by permission.

 LEVEL ONE SPELLS

 LEVEL TWO SPELLS

 LEVEL THREE SPELLS
Alternation
Point Cost: 3
Target one Disk within 12". Target Disk's Attack and Defense Values are reversed for the remainder of the round. [Leave Spell Disk on Disk to remember effect.]
 
Call to Arms
Point Cost: 3
Immediately bring two reinforcements into play from the top of your Reinforcement Stack. These reinforcements must be placed so that each is touching your staging area. These reinforcements may be activated this Activation Segment.
 
Carapace
Point Cost: 2

Target one Disk. The target Disk is immune to Instant Blows for the rest of the round. [Place Spell Disk on target Disk to remember effect.]
 
Feet of Clay
Point Cost: 3
Target on Disk. That Disk, and all Disks within 6" of the target Disk, are at -2 Movement until the end of the round.
 
Flight
Point Cost: 5

Target one Disk within 12" of Spellcaster. The target Disk is Flying for the rest of the round. [Place Spell Disk on target Disk to remember effect.]
 
Hard Earth
Point Cost: 3

For the rest of the round, Disks within 12" of the Spellcaster may not be Burrowed, nor may they A to Burrow other Disks. [Place Spell Disk on Spellcaster to remember effect.]
 
Heal
Point Cost: 2
Immediately remove a "Wound" counter from a Disk within 12" of Spellcaster. May only be cast on Disks that can sustain multiple Wounds.
Hold
Point Cost: 3
Target Disk within 12" may not activate to move this Activation Segment (but may be activated for other reasons).

Incite
Point Cost: 6
All disks within 6" of the Spellcaster tat have the Berserk skill are now "Berserking." [i.e., receive +2 bonuses]. Place Berserk Counters on these Disks. Disks affected by this Spell may loose and regain their Berserking status normally.
 
Liquid Shield
Point Cost: 4
Target one Disk. The target Disk, and all Disks within 12" of the target Disk, are immune to damage from Fireballs [Missiles and Spells] for the rest of the round.
 
Magical Wall
Point Cost: 2
Place This Spell Disk on an empty space within 6" of Spellcaster. This is now an unbreakable wall. No Disk may pass over this Spell Disk. Flying Units may pass over the wall, but may not end their turn on it. No more than three Magical Walls may be placed within a 12" area radius. [Leave Disk on table to illustrate the wall. This Disk is not removed during Remove Counters Segment.]
 
Mirage
Point Cost: 5

Target one friendly Disk within 12" of Spellcaster. If the target is hit by Missiles this round, the Missiles inflict no damage to the target, but you may them on another Disk within 6" of the target instead.
 
Reflect
Point Cost: 4
Target one unpinned Disk within 12". During the Combat Segment, the target receives a positive modifier to its D equal to the total AT of any enemy Disk attacking it. For example, if the target is being attacked by a Disk with 4 AT, it receives +4 D. If the target is being attacked by two Disks, one with 3 AT and with 2 A, it receives +5 D. [Leave Spell disk on target Disk to remember effect.]
 
Sap
Point Cost: 4
All enemy Disks within 6" of Spellcaster are at -1 Toughness for the remainder of the round. A Sap Spell cannot bring an enemy Disk below 1 Toughness. [Place Spell Disk on Spellcaster to remember effect].
 
Shield
Point Cost: 3
Target Disk within 12" of the Spellcaster adds +3 to its Toughness Level for the remainder of this round. [Leave Spell Disk on target Disk to remember effect].
 
Sure Aim
Point Cost: 4
Target Archer Disk within 6" will automatically hit a single Disk with all of its Missile attacks this turn. During the Missile Segment the owner of the enchanted Disk may simply place his Missile Counters on the chosen target within range. [Leave this Spell Disk on target Disk to remember effect].
 
Speed
Point Cost: 2
Target Disk within 12" of Spellcaster gains +3 in movement this Activation Segment. [Leave Spell Disk on target Disk to remember effect].
 
Ward
Point Cost: 3
Target unit within 12" of Spellcaster is unaffected by any type of Missile fire this round. [Leave Spell Disk on target Disk to remember effect].
 
Zip
Point Cost: 4
Adds +2 in movement to ALL Disks within 12" of Spellcaster this Activation Segment. [Leave Spell Disk on Spellcaster to remember effect].
Calm,
Point Cost: 5
All Disks within 12" of the Spellcaster that have the Berserk skill and are "Berserking" (i.e., receiving a +2 bonus) have their Berserk skill canceled. Disks affected by this Spell may regain their Berserking status normally.
 
Charm
Point Cost: 7

Target one UA, unpinned enemy Disk within 12" of the Spellcaster. Initiate the target's Special Ability as if that Disk's controller were doing so, then place an Activation Marker on the Target. Example: The Elven Warder has the SA: A to flip any enemy disk within 6" one step in a direction of your choice. If your Spellcaster casts "Charm" on an enemy Elven Warder, you may initiate the SA to force one of your Disks (an "enemy" to the Warder) within 6" of the Warder to flip one step in any direction.
 
Control
Point Cost: 8
Spellcaster may initiate a "Movement" action for any enemy unactivated Disk. [Spellcaster moves the enemy Disk]. Place an Activation Marker on the enemy Disk after the movement. The enemy Disk may not be moved off the table.
 
Drain The Mind
Point Cost: 5
One unactivated target enemy Disk may not activate its Special Ability(ies) this round. [Place Spell Disk on target Disk to remember effect].
 
Earthhand
Point Cost: 5
The Toughness Value of the Spellcaster is "+6" for this round. [Leave Spell Disk on Spellcaster to remember effect].
 
Embrace
Point Cost: 7
The Spellcaster, and any Disk that is touching the Spellcaster, cannot sustain any damage this turn. [Leave Spell Disk on Spellcaster to remember effect].
 
Evil Ward
Point Cost: 4
Evil Disks may not Activate to Attack the target Disk for the remainder of the round. [Leave Spell Disk on target Disk to remember effect.]
 
Fate
Point Costs: 5
Choose two units within 12" of the Spellcaster in a combat or pinned situation. Switch Attacker and Defender position.
 
Fireball
Point Cost: 5
Drag the Spell Disk, flat on the table, to any distance, in a straight line from the Spellcaster. The first Disk that the Spell Disk touches receives an immediate "6" attack. Remove a dead Disk immediately. [Leave Spell Disk on damaged Disk to remember effects].
 
Forcewave
Point Cost: 7
All unpinned Disks within 6" of Spellcaster must be flipped one step away* from the Spellcaster (Disks are flipped by their respective owners). Flip first the unit with lowest Toughness Value, followed by the one with the next highest toughness, etc. Randomly determine ties. (* Flipped Disk must end further away from the Spellcaster than where the Disk started.)
 
Freeze
Point Cost: 5
Target opponent may not activate 3 units during his next Activation turn. (He is skipped!) A player cannot be frozen for two turns in a row.
 
Gate
Point Cost: 4

Place this Spell Disk on an empty space within 12" of Spellcaster. Disks (that are not immune to Spells) touching a Gate Spell Disk may A to Ambush any other unpinned Gate Spell Disk in play. Gate Spell Disks are not removed during the Remove Counters Segment.
 
Good Ward
Point Cost: 4
Good Disks may not Activate to Attack the target Disk for the remainder of the round. [Leave Spell Disk on target Disk to remember effect.]
 
Invisibility
Point Cost: 5
The target UA Disk may not Activate except to move. Other Disks may not Activate to Attack the target Disk. During the Combat Segment, the target is immune to damage from Attacking Disks. The target may be damaged normally by Missiles, [Leave Spell Disk on target Disk to remember effect.]
 
Mind Block
Point Cost: 4

Place Activation Markers on up to two Spellcasters within 12" of Spellcaster
 
Repel
Point Cost: 5
Target any unactivated Disk within 12". May only be played on an unpinned target. No one may land on, or fly over, target Disk this round. Place an Activation Marker on target Disk [Place Spell Disk on target to remember effects].
 
Sky Ward
Point Cost: 6
Place Activation Markers on all Disks with the Flying skill within 6" of the Spellcaster.
 
Summon
Point Cost: 5
Immediately take ANY unit from your Reinforcement Stack and place this unit touching the Spellcaster. The summoned unit may be activated this round.
 
Twister
Point Cost: 6

Target one unpinned and UA enemy Disk within 12" of Spellcaster. Choose up to three other unpinned, UA enemy Disks within 6" of the target. The target and chosen Disks are now dropped (like Missiles) anywhere within 12" of the targets original position from a height of 18". If a dropped Disk lands in an illegal position (such as in a Lake Terrain), the Disk is re-droped.
 
Vigor
Point Cost: 6
Remove Activation Marker from a friendly Disk within 12" of Spellcaster. Target Disk may activate again this Activation Segment.
Banish
Point Cost: 9
Target one enemy Disk within 12" of the Spellcaster. This Disk immediately returns to the bottom of its Army's Reinforcement Stack.
Coercion
Point Cost: 9
Target player must immediately make three Activations, just as if it were that player's turn. If the target player Activates less than three Disks, he may not Activate again this round.
 
Convert
Point Cost: 8
Immediately take the bottom most Creature Disk of an opponents Reinforcement Stack. If this Disk's combined A, D, and T value is equal to or less than 11, you may place the Disk on the top of your Reinforcement Stack. You now control this Disk. Disregard Disk alignment. If the value is higher than 11, your opponent may immediately place the Disk on his Staging Area. [Remember to give your opponent his Disk back after the game].
Death Ball
Point Cost: 10
Step a foot back from the playing area. Toss this Disk up* in the air over the playing area. Any Disk that this Spell Disk comes to rests upon takes a "7" Instant Blow. Then the player to the left takes the Spell Disk and does the same thing. This continues around the table until a player hits nothing. (*Disk must be tossed in an upward motion)
Depletion
Point Cost: 8
Remove the Disk below the top Disk in any opponent's Reinforcement Stack. This Disk is now destroyed and removed from the game.
Disarm
Point Cost: 9

Target one Disk within 12" of Spellcaster. The target Disk, and all Disks touching it (and touching those, etc.) have their Attack and Defense Values reduced to zero during the Combat Segment.
 
Displacement
Point Costs: 7
Choose two friendly Disks that are neither attacking nor being attacked. These Disks trade places. One of these Disks must be within 6" of Spellcaster.
Dust to Dust
Point Cost: 8
All Disks with the Reanimate skill within 6" of the Spellcaster are immediately removed from play. They are not placed in their Armies' Reinforcement Stacks.
Foresight
Point Cost:7

For the rest of the round, the Spellcaster's player may A two, three, or
four Disks each turn. If the player Activates only two disks, he may continue to Activate Disks the next turn. [Place Spell Disk on Spellcaster to remember effect.]
 
Imbue
Point Cost: 8
The target Disk gains the Level III Spellcaster skill for the remainder of the round. [Leave Spell Disk on target to remember effects.)
 
Mass Hold
Point Cost: 10
Choose up to 5 units within 6" of Spellcaster and immediately place an Activation Marker on each.
Mass Vigor
Point Cost: 8

Remove Activation Markers from up to three Disks within 6" of the
Spellcaster.
 
Paralyze
Point Cost: 8
Target Disk within 12" may not Activate for any reason. This Spell is in effect until the Spellcaster moves out of range or is killed. If the Spellcaster becomes more than 12" away from the target, the Spell is no longer in effect. (The Surge Spell may be used to cancel effects. Leave Spell Disk on target disk until canceled.)
Powerbolt
Point Cost: 10
Choose a Disk within 6" of Spellcaster. This Disk, and all Disks touching it (and touching those) receive a "5" Instant Blow. Immediately remove any destroyed Disks.
Quake
Point Cost: 8

Flip two Terrain disks within 12" of Spellcaster one step each in a direction of your choice. This Spell cannot be cast on Terrain Disk that is being used as a staging area or has other Disks touching it. Nor can this spell flip a Terrain Disk so that is touches other Disks.
 
Rain Of Steel
Point Costs: 10
Owner of Spellcaster may immediately drop 10 Arrow counters (in one drop) on any location with-in 12" of Spellcaster. The Rain of Steel must be dropped from 24" above the table. Immediately remove any casualties.
Resurrect
Point Cost: 10
Bring any Disk that has been destroyed back to life. The Disk is now under your control. Place the resurrected Disk adjacent to the Spell Caster, and place an Activation Marker on the Disk. Immediately after this Spell has been cast, the Spellcaster receives one wound. Remove Spellcaster immediately if he has been destroyed.
Surge
Point Cost: 10
THIS SPELL MAY BE CAST OUT-OF-TURN BY AN UNACTIVATED LEVEL THREE SPELLCASTER. The Spell Disk that an opponent has just played is nullified. Both Spell Disks are removed from the game. "Surge" cannot cancel another "Surge" Spell Disk.
Teleport
Point Cost: 7
Move any one friendly unpinned Disk instantly to any spot within 12" of its original location.

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