Dispel
Immediately end 1 target non-instant spell, as well as any spells affecting that spell.
Card Type: Neutral
Card Duration: Instant
Range: Anywhere
Energy supply: none
Can be Countered
Note: none
Heave-Ho, Disease, Featherweight, 5 Energy, 4 Energy, Stretch, Gnome Form, Golem form, Big Man Form, Slime Form, Werewolf Form, Mad Dash, Strenght, Adrenaline, Dispel, Extra Arms, Wallivore, Mist Body
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Add
Combine the energy values of 2 Magic cards together and use them to boost 1 of your spells or action. No further energy can be added to them.
Card Type: Neutral
Card Duration: Instant
Range: Anywhere
Energy supply: 3
Note:
HOW TO PLAY when you declare a play of a magic card that require any energy value for the effect, such as damage, number of attack or other, you can use this card instead a normal energy card. If you do, you can after add 2 energy card (both pure energy card or spells that provide energy value) to boost the spell's energy. In total, with this action, you play 3 cards instead of 1 in total.
COUNTER Negate Neutral or any other counter that afflicts magic cards or neutral cards can be used to counter this one. Counters can be played before or after the declaring energy cards used, the only card that will be trash is Add, no energy card are discarded by countering this spell.
Psychic Storm, Share Life, Thought Steal, Powerthrust, Mental Force, Brain Burn, Shield, Absorb Spell, 4 Energy, Pain Link, Teleport, Pick Lock, Shatter, Meditate, Astral Projecton, Add
Schools: Alchemy, Mentalism x2
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Absorb Spell
Cancel 1 target spell being cast. Them take the cancelled spell card and add it to your hand. Discard any Magic cards used to boost the cancelled spell.
Card Type: Counter
Card Duration: Instant
Range: Anywhere
Energy supply: none
Note:
HOW TO USE after declaring a spell of any origin and category, or after declaring use of energy cards that boost this spell energy, you can play this card from your hand. Target spell cast by an opponent, and any effect done by the target spell become cancelled, and you draw the spell's card from target opponent's hand.
ADD when target player uses Add to boost spell's energy with 2 energy cards, you can play Absorb spell and choose to target the main spell casted by this player or Add. If you do, energy cards used to boost spell's energy in this way come back to target players hand, and he or she can boost spell's energy by using only 1 energy card.
INEFFECTIVE on Counter spell (they aren't cast normally) and Item cards (that are not spell cards)
COUNTER you can counter target Absorb Spell targeting you only with Anti-Anti.
Psychic Storm, Share Life, Thought Steal, Powerthrust, Mental Force, Brain Burn, Shield, Absorb Spell, 4 Energy, Pain Link, Teleport, Pick Lock, Shatter, Meditate, Astral Projecton, Add
The information presented on this site about Wiz-War, both literal and graphical, is copyrighted by Fantasy Flight Games and the author, Tom Jolly. This website is not produced, endorsed, supported, or affiliated with Fantasy Flight Games or the author Tom Jolly.
Add
Combine the energy values of 2 Magic cards together and use them to boost 1 of your spells or action. No further energy can be added to them.
Card Type: Neutral
Card Duration: Instant
Range: Anywhere
Energy supply: 3
Schools: Alchemy, Mentalism x2
Note:
HOW TO PLAY when you declare a play of a magic card that require any energy value for the effect, such as damage, number of attack or other, you can use this card instead a normal energy card. If you do, you can add 2 energy card (both pure energy card or spells that provide energy value) to boost the spell's energy. No more than 2 energies can be played by this card.
TEMPORARY SPELLS when you play a spell which duration depends on the spell's energy, you can play Add to play 2 cards instead of one.
MOVEMENT when you boost your movement, you can use Add to boost it with 2 energy card instead of one.
COUNTER Negate Neutral or any other counter that afflicts magic cards or neutral cards can be used to counter this one. Counters can be played before or after the declaring energy cards used, the only card that will be trash is Add, no energy card are discarded by countering this spell.
Stone Dead, Acid Bath, Fool's Gold, 5 Energy, 4 Energy, Boomstone, Universal Solvent, Null Powder, Bloodshard, Powerstone, Speedstone, Mightstone, Lifestone, Spellstone, Brainstone, Visionstone, Homunculus, Add
The information presented on this site about Wiz-War, both literal and graphical,
is copyrighted by Fantasy Flight Games and the author, Tom Jolly. This website is not produced, endorsed, supported,
or affiliated with Fantasy Flight Games or the author Tom Jolly.