
Here is the last piece you will need to actually play the game I have issued in snippets the last few weeks, I can reveal that the game-board and creatures have been hidden in some of my artworks for many years :) here is an OCR if you have problems reading my sloppy stressed handwriting :)
(62) 36. DRAIN SOUL: STEAL D6-3 LP FROM EVERY OTHER WIZ.
(67) 37. SEE NO EVIL: ALL EVIL CRE. GET -1A, WORLD ENCHANTMENT
(69) 38. IMMOBILIZE: TARC. CRE. -1M PERM.
(65) 39. RELOAD: ALL WIZARDS WITH LP BELOW 10 GAINS 1D6 NEW CP, WIZARDS WITH +30 LOSES 1D6 LP.
(70) 40. NIHILISM: GOOD CREATURES -2A, EVIL +1M WORLD ENCHANTMENT
(71) 41. NO MOVEMENT: NO CREA. MAY MOVE UNTIL A FULL TURN HAS PASSED
(72) 42. DOUBLE: MAKES THE EFFECTS OF A SPELL X2, ONLY LASTS FOR ONE FULL ROUND, THEN X1 IS APPLIED
(73) 43. MAKE LOVE NOT WAR: WORLD ENCHANT, ALL CRE. -2A
(74) 44. MAGIC IMMUNE: PERM, TARGET CREATURE MAY NOT BE TARGETED AS A SINGLE TARGET BY A SPELL
(75) 45. MUTATION: WORLD ENCHANT, ALL NATURE -1A ALL MONSTERS +1A
(90) 46. SURVIVAL OF THE WEAKEST: WORLD ENCHANT. ALL CRE. WITH 10 OR LESS GAINS +2A AND ALL WITH MORE THAN 3 GET -3A
(92) 47. BACK TO HAND: ROLL FOR EVERY CRE. ON BOARD. ON 4+ THEY ARE (UNSUMMONED) BACK TO CONTROLLING WIZ. HAND AND LOSE ANY NON-CARD-BASED ALTERINGS
(91) 48. ETERNAL REST: ALL UNDEAD GETS BURIED
(93) 49. TARG. CRE. IS SWAPPED FOR ONE OF CASTER'S CRE. ON HAND, ALL ALTERATIONS ARE GONE IN THE PROCESS
(94) 50. *MAKE TARG CRE. SWAP FROM GOOD TO EVIL OR OPPOSITE, PERMANENT
(36) 1. EXTRA CARDS: TARGET WIZ GAINS 1 CARD FOR 1LP (MAX:30)
(63) 2. AGILITY: PERM. TARGET CREATURE GAINS 1M
3. THE PLAGUE: ROLL FOR EV. CREATURE ON THE BOARD. 5+ KILLS IT
4. LIFE FORCE: TARGET WIZ. GAINS AN LP FOR EVERY DEAD CREATURE UNTIL NEXT TURN
5. DRAIN: TARGET WIZ. HAS TO DISCARD 3 CARDS IF NO CARDS, LOSE TARGET WIZ 1LP PER CARD
6. DISPEL: INSTANT, 4+ COUNTERS
7. STRENGTH: TARGET CREATURE GET +1A PERM.
8. RECILIENCE: TARGET CREATURE GET +2D PERM.
9. WEAKLING: TARGET CRE. GET -1D AND IF DENDS NEG. IT DIES
(46) 10. CREATURE SWAP: PERM. EXCHANGE 1 CREATURE WITH TARG. WIZ.
11. SAVE: SAVE TARGET CRE. FROM DEATH. COST CASTER 2LP
12. IMMORTAL: TARGET CRE. CAN NOT BE KILLED THIS TURN
(41) 13. DOOM CLOCK: WORLD ENCHANT. EVERY TURN ROLL D6 FOR EACH WIZ. IF 4+ THEY LOSE 1 LP
14. *IF A LIFE CARD IN PLAY DIE, NO NEW CAN BE SUM. THIS TURN, COST WIZARD 4LP
15. NO LIFE: ALL CRE. IN PLAY DIE
16. FIREBALL: KILL TARGET CRE. ON D6 ROLL IS HIGHER THAN D2
17. REGENERATION: GRANT TARGET REGENERATION FROM DEATH (PERM.) IF WIZARD PAYS 1 CARD OR ONE LP
(25) 18. POLLUTION: WORLD ENCHANT. ALL CREATURES NATURE HAS -1A
(62) 19. MORPHING: CHANGE TARG. CRE. FOR THE FIRST CREATURE CARD IN DECK STOCK
(21) 20. NO MORE SPELLS: IF NOT COUNTERED NO WIZ CAN THROW SPELLS UNTIL THE CASTER'S NEXT TURN
(23) 21. TELEPORT: MOVE TARGET CRE. 3 SQUARES IN ANY DIRECTION
(61) 22. HALLOWEEN: WORLD ENCHANT: ALL UNDEAD GAINS +2A
(25) 23. TRUCE: NO CREATURE GETS DAMAGED IN BATTLE UNTIL THE CASTER'S NEXT TURN
(26) 24. SOUL HARVEST: ANY CREATURE THAT DIES THIS TURN GRANTS TARGET WIZ. 1LP
(38) 25. WORLD ENCHANT: ALL WIZ. MAY HAVE 3 MORE THAN MAX CARDS ON ITS HAND
(24) 26. NORMALITY: WORLD ENCHANTMENT, JUST TAKES SPACE IN THE WORLD ENCHANTMENT ORDER.
(33) 27. KAMIKAZI: TARGET CRE. GAINS 3+A UNTIL TURN'S END AND THEN IS DEAD (PUT IN GRAVEYARD)
(30) 28. 444: WORLD ENCHANT: ALL MONSTERS GET +2 A
(32) 29. LIFE FORCE: DISCARD A CARD FOR +1LP OF TARGET WIZ. MAX. 3 CARDS CAN BE USED
(13) 30. RETARGET TARGET CREATURE.
(39) 31. SWAP CARDS (HAND) WITH TARGET WIZ.
RIGHTEOUSNESS: WORLD ENCHANT. ALL GOOD GAINS +1 A AND D
(43) 33. DEVIL'S WORLD: WORD ENCHANT. ALL EVIL GAINS +1A
(65) 34. SACRIFICE: SACRIFICE ONE OF YOUR OWN CRE. *TO GAIN EITHER 2 CARDS OR 4 LP
(66) 35. NEW DEAL: ALL PLAYERS DISCARDS THEIR CARDS AND TAKE JUST AS MANY NEW ONES FROM THE STACK
2X = 3, 6, 36
2X = 5, 4, 11
2X = 7, 63, 4
2X = 8, 46, 41
2X = 9, 15, 25
2X = 15, 11, 6
2X = 16, 62, 12
2X = 16, 17, 7
2X = 23, 3, 21
2X = 23, 61
2X = 25, 48
(1X) = 25, 7, 6
2X = 26, 7, 38
2X = 29, 9
2X = 29, 1, 33
2X = 30, 62
2X = 32, 23, 33
2X = 33, 13, 3
2X = 39, 38, 6
2X = 42, 26
2X = 42, 48
2X = 43, 65
2X = 61, 6, 48
2X = 66, 8, 43
2X = 67, 11, 68
2X = 67, 17
2X = 68, 69, 35
2X = 70, 6, 68
2X = 70, 69, 71
2X = 72, 69
2X = 73, 64
2X = 74, 23
2X = 75, 35
2X = 90, 65
2X = 90, 6, 7
2X = 91, 16, 23
2X = 91, 6, 92
2X = 92, 63, 23
2X = 93, 8, 11
2X = 94, 6, 95
2X = 95, 3, 194
this last table with numbers are wich spells are together at the same card and how many cards the deck should contain on each card :)
Peace and Noise!
MushroomBrain once a gamer