d4+2 Random Energy
*used for boost both spell's energy and movement. It's value it's the sum of a result of 1 die roll plus 2.
Card Type: Energy
Card Duration: Instant
Range: None
Energy supply: d4+2
Cannot be Countered
Note: none
Mind Meld, Chaos Shards, Prismatic Bolt, Prismatic Storm, Yank!, Dematerialize, Dispeleport, Flux Shield, d4+3 Random Energy, d4+2 Random Energy, Nevermind, Second Sight, Chaos Claws, Prismatic Mist
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d4+3 Random Energy
*used for boost both spell's energy and movement. It's value it's the sum of a result of 1 die roll plus 3
Card Type: Energy
Card Duration: Instant
Range: None
Energy supply: d4+3
Cannot be Countered
Note: none
Mind Meld, Chaos Shards, Prismatic Bolt, Prismatic Storm, Yank!, Dematerialize, Dispeleport, Flux Shield, d4+3 Random Energy, d4+2 Random Energy, Nevermind, Second Sight, Chaos Claws, Prismatic Mist
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5 Energy
*used to boost spell's energy or movement
Card Type: Energy
Card Duration: Instant
Range: none
Energy supply: 5
Cannot be Countered
Note: none
Fire Darts, Globe of Pain, Powerthrust, Yoink!, Slow Death, Drop Object, Negate Neutral, Full Shield, Backlash, Anti-Anti, 5 Energy, Wizardblade, Dagger, Master Key, Invisible, Dispel, Gravity, Pass Through Wall, Seal Door, Pick Lock, Around the Corner, Rotate Sector
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6 Flash Energy
*used for boost spell's energy. Cannot boost movement.
Card Type: Energy
Card Duration: Instant
Range: none
Energy supply: 6
Cannot be Countered
Note: none
Beguile, Terrify, Stunning Gaze, Scourge, Curse of Ice, Curse of Fire, Flux Shield, Counter Curse, 6 Flash Energy, Hex of Pain, Hex of Teleportation, Hex of Amnesia, Hex of Lethargy
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4 Flash Energy
*used for boost spell's energy. Cannot boost movement.
Card Type: Energy
Card Duration: Instant
Range: none
Energy supply: 4
Can be Countered
Note: none
Winged Strike, Flame Breath, Tail Slap, Fearsome Bite, Raking Talons, Magic Resistance, 6 Flash Energy, 5 Flash Energy, 4 Flash Energy, Summon Drake, Planar Call, Dragon Scales, Regeneration, Treasure Lust, Adrenaline
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5 Flash Energy
*used for boost spell's energy. Cannot boost movement.
Card Type: Energy
Card Duration: Instant
Range: none
Energy supply: 5
Can be Countered
Note: none
Winged Strike, Flame Breath, Tail Slap, Fearsome Bite, Raking Talons, Magic Resistance, 6 Flash Energy, 5 Flash Energy, 4 Flash Energy, Summon Drake, Planar Call, Dragon Scales, Regeneration, Treasure Lust, Adrenaline
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6 Flash Energy
*used for boost spell's energy. Not able to boost movement
Card Type: Energy
Card Duration: Instant
Range: none
Energy supply: 6
Cannot be Countered
Note: none
Winged Strike, Flame Breath, Tail Slap, Fearsome Bite, Raking Talons, Magic Resistance, 6 Flash Energy, 5 Flash Energy, 4 Flash Energy, Summon Drake, Planar Call, Dragon Scales, Regeneration, Treasure Lust, Adrenaline
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Spiritual Infusion
This card's energy value is equal to 1 plus the number of Totems in play.
Card Type: Energy
Card Duration: Instant
Range: none
Energy supply: 1 + n° Totems
Cannot be Countered
Note: none
Primal Scream, Feral Strike, Wrath of the Ancestors, Anti-Anti, Negate Neutral, Spiritual Infusion, Summon Totem Spirit, Planar Call, Spirit of the Bear, Spirit of the Owl, Spirit of the Raven, Spirit of the Cat, Spirit of the Serpent, Spirit of the Wolf
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4 Energy
*used to boost movement or spell's energy
Card Type: Energy
Card Duration: Instant
Range: none
Energy supply: 4
Cannot be Countered
Note: none
Zeus' Fury, Siren Song, Embrace of Jorogumo, Medusa's Gaze, Phoenix Flames, Wrath of Quetzalcoatl, Mercy of Quetzalcoatl, Thor's Hammer, Hermes' Sandals, Ilmarinen's Astrolabe, Eye of Horus, 5 Energy, 4 Energy, Summon Grendel, Summon Minotaur, Summon Genie, Summon Boggart, Planar Call
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5 Energy
*used for boost both movement or spell's energy
Card Type: Energy
Card Duration: Instant
Range: none
Energy supply: 5
Cannot be Countered
Note: none
Zeus' Fury, Siren Song, Embrace of Jorogumo, Medusa's Gaze, Phoenix Flames, Wrath of Quetzalcoatl, Mercy of Quetzalcoatl, Thor's Hammer, Hermes' Sandals, Ilmarinen's Astrolabe, Eye of Horus, 5 Energy, 4 Energy, Summon Grendel, Summon Minotaur, Summon Genie, Summon Boggart, Planar Call
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Gnome Form
Transformation
Transform yourself or a target creature you control to the size of a gnome. A gmone's base move is 2. While transformed, roll a die each time you are attacked. You evade the attack on a result of 1-2. When you are attacked, you may cast this spell as a counter.
Card Type: Neutral / Counter
Card Duration: Temporary
Range: Caster / Line of Sight
Energy supply: 2
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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Stretch
Stretch your arms like taffy. You may pick up any 1 uncarried item or treasure in your < LOS >. Picking up objects still costs movement points, and picking up a treasure still end your turn.
-or-
Drop 1 item or treasure you are carrying in any square in your < LOS >
-or-
As an attack, punch any target in your < LOS >
Card Type: Neutral / Attack
Card Duration: Instant
Range: Caster
Energy supply: 2
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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4 Energy
*used to boost movement or spell's energy
Card Type: Energy
Card Duration: Instant
Range: none
Energy supply: 4
Cannot 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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5 Energy
*used to boost movemente or spell's energy
Card Type: Energy
Card Duration: Instant
Range: none
Energy supply: 5
Cannot 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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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
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Shield
Reduce damage being dealt to you from a single source by this spell's energy plus 2.
Card Type: Counter
Card Duration: Instant
Range: Caster
Energy supply: 2
Note:
ENERGY remember that any spell's card have a base energy value of 1, so this spell, without using any energy card to boost, reduce the damage by almost 3 point.
SOURCE this card reduce damage dealt by source, so not only spell but also traps, punch of other wizard or creature, any other effect that dealt damage. Multi-source damage dealt by spell or effect like Fire Darts can be reduce, but only one source per counter. So, for example, if 2 Fire darts are casted targeting you, with this counter you can reduce only one of them.
COUNTER you can counter target Shield 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
Version: Conjuring / Mentalism
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Shield
Reduce damage being dealt to you from a single source by this spell's energy plus 2.
Card Type: Counter
Card Duration: Instant
Range: Caster
Energy supply: 2
Note:
ENERGY remember that any spell's card have a base energy value of 1, so this spell, without using any energy card to boost, reduce the damage by almost 3 point.
SOURCE this card reduce damage dealt by source, so not only spell but also traps, punch of other wizard or creature, any other effect that dealt damage. Multi-source damage dealt by spell or effect like Fire Darts can be reduce, but only one source per counter. So, for example, if 2 Fire darts are casted targeting you, with this counter you can reduce only one of them.
COUNTER you can counter target Shield targeting you only with Anti-Anti.
Fire Darts, Ka-Bong!, Swap, Negate Neutral, Shield, Wall of Earth, Ward, 5 Energy, 4 Energy, Handful of Tacks, Dispel, Create Wall, Create Door, Around the Corner, Glue, Dust Cloud, Booby Trap, Thornbush, Rosebush
Version: Conjuring / Mentalism
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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.