Name

Effect

"Exiled"

SEL=9 status effect. You are unwillingly SEL=8 Gone and cannot willingly return.

“Face-down”

SEL=1 status effect. You are considered a being one multiplier lower.

“Flipped”

SEL=1 status effect. You are considered a [x2] being.

“Haunted”

SEL=1 status effect. There is something (ghost, mtg creature, etc.) attached/bonded to you ethereally like a silver cord.

“Modified”

SEL=1 status effect. Mtg equipped items, Mtg buff spells, and counters are modifications

“Phased Out”

SEL=1 status effect. As “dual-natured” except can’t attack or be perceived in either plane.

“Tapped”

SEL=2 status effect. You cannot use M, P, or V actions.

“Transformed”

SEL= status effect. As “face-down” except no change in multiplier.

+1/+1

Temporary (until end of segment) +(CF=4+: 10, otherwise 1)*(number of instances) to hit, melee and or ranged dmg, AC, Saves, and hp. (Max bonus +10^CF)

+1/+1 counter

Permanent (until end of fight) +(CF=4+: 10, otherwise 1)*(number of counters) to hit, melee and or ranged dmg, AC, Saves, and hp. (Max bonus +10^CF)

-1/-1

Temporary (until end of segment) -(CF=4+: 10, otherwise 1)*(number of instances) to hit, melee and or ranged dmg, AC, Saves, and hp. (Max bonus +10^CF)

-1/-1 counter

Permanent (until end of fight) -(CF=4+: 10, otherwise 1)*(number of counters) to hit, melee and or ranged dmg, AC, Saves, and hp. (Max bonus +10^CF)

Shield counter

Permanent “If it would be dealt dmg or destroyed, remove a shield counter from it instead”

Stun counter

Permanent “If it would be untapped, remove a stun counter from it instead”

a thing

an item, subordinate, room, PC, spell/psi effect

Power

to hit, melee and/or ranged dmg

Toughness

AC, saves, and hp

Keyword Abilities

Effect

Absorb N

If a source would deal damage to this thing, prevent (CF=4+: 10, otherwise 1)*N of that damage.

Affinity for Blah

This spell gets -1 SL for each [blah] this thing has that shares it's affinity.

Afflict N

Whenever this thing becomes interposed/parried, the interposing/parrying source loses (CF=4+: 10, otherwise 1)*N hp.

Afterlife N

When this creature dies, create N DL I white and black Spirit creatures with flying.

Aftermath

Cast this spell only if it was lost from your memorization. Then it can't be cast for the rest of the fight.

Alliance — Blah

Whenever another subordinate is created or summoned, do [blah].

Amplify N

This creature has N +1/+1 counters where N is the number of memorized summon spells that summon a being(s) that share it's race.

Annihilator N

When this creature attacks, the attacked target sacrifices N items, subordinates, or prepared effects.

Ascend

If this creature controls ten or more Mtg-related objects, it gets SEL=1 "The City’s Blessing" (you know a friend in this city, for shelter and/or locating a shop/person) for the rest of the fight.

Assist N

Another spellcaster can lend it's M action to reduce the SL of this spell by N.

Aura Swap

Pay the Aura Swap Cost: Exchange this Enchantment spell cast on this creature with an Enchantment spell in it's memorization.

Awaken N - [cost]

If this spell is cast for it's Awaken cost, animate a targeted room you have cleared as a DL N Elemental creature with haste and N +1/+1 counters. It's still a room.

Banding

Anyone with banding and up to one without in a group, can redirect melee and or ranged damage dealt to anybody in the group to anybody else in that group as a free action.

Battle Cry

Whenever this creature attacks, each other attacking creature gets +(CF=4+: 10, otherwise 1) to hit, melee and/or ranged dmg until end of the segment.

Bestow [cost]

If this summon spell is cast for its Bestow cost, it's an Enchantment spell with enchant creature. It becomes a creature again if it's not enchanting a creature.

Blah Offering

As an additional cost to cast this spell, sacrifice a summon [subtype]. If it was, this spell’s total SL is reduced by the sacrificed things SL, and this spell may be cast on the top or bottom of the segment.

Blitz [cost]

If you cast this summon spell for its Blitz cost, it gains Haste and “When this dies, memorize a spell you know”. Sacrifice the summon at the top of the next segment.

Bloodthirst N

If an enemy was dealt damage this segment, this creature is summoned with N +1/+1 counters.

Boast — [cost]

Boast keyword adds a drawback to an activated ability. [Effect] Activate this ability only if this thing attacked this turn and only once each turn.

Bushido N

Whenever this creature interposes or parries an attack, it gets +(CF=4+: 10, otherwise 1)*N to hit, melee and/or ranged dmg, AC, Saves, and hp.

Buyback [cost]

This spell isn't lost from memorization if its buyback cost is paid.

Cascade

When this spell is cast, roll a random spell effect of lower SL this thing has memorized and cast it.

Casuality [cost]

As you cast this spell, you may sacrifice a subordinate with DL greater or equal to [cost]. If you do, copy this spell.

Champion

When this creature is summoned, sacrifice it unless this thing "Exiles" another creature it controls. When this is unsummoned, that creature returns.

Channel [cost]

This spell can be unmemorized for a different effect if its Channel cost was paid.

Changeling

This thing counts as all racial subtypes.

Cipher

After you cast this spell, it may be "Encoded" it on another creature in this creature's group. Whenever that creature deals melee and/or ranged damage to a player, the encoding creature may cast a copy of this spell.

Cleave

You may cast this spell for it’s cleave cost. If you do, remove the words in square brackets.

Companion

If this summon spell is this creature's chosen companion, it may pay 3 SLs to memorize this spell once on its side of combat.

Conspire

As this spell is cast, this creature may have 2 subordinates it controls that share a class or alignment lend their M actions to it. When they do, copy this spell and this thing may choose a new target for the copy.

Connive

Memorize a spell you know, then unmemorized a spell you know. If the unmemorized spell was an Mtg non-land spell, put a +1/+1 counter on this creature.

Convoke

This creature's subordinates can help cast this spell. Each that lends its M action while casting this spell reduces the SL by 1.

Crew N

This item becomes an animated creature until end of the segment if any number of creatures with total DL=N or more lend their M actions to pay the Crew cost.

Cumulative Upkeep N

At the top of each round, this thing gets the status effect SEL=1 "Age xN" where N is how long it has had Cumulative Upkeep. Then it pays N*the upkeep cost or it is sacrificed.

Cycling [cost]

Pay the Cycling cost and unmemorize a spell: Memorize a spell at random that this creature knows.

Dash [cost]

This summon spell may be cast for its Dash cost. If it is, the creature it summons gains haste, and it's unsummoned at the beginning of the next segment.

Daybound

If a player cast no spells during their own turn, it becomes night next turn in the room.

Deathtouch

Any nonzero amount of melee and/or ranged damage this creature deals to a target slays it (Fort Save to negate; DC =10+dmg dealt).

Decayed

This creature can't interpose. When it attacks, sacrifice it at the end of combat.

Defender

This creature cannot physically attack.

Delve

Each spell this creature loses from its memorization for the rest of the day and not refill while casting this spell reduces its SL by 1.

Demonstrate

When you cast this spell, you may copy it. If you do, choose an enemy to also copy it. Players may choose new targets for their copies.

Dethrone

Whenever this creature attacks a creature with the most hp or tied for most hp, put a +1/+1 counter on it.

Devoid

This thing has no color.

Devour N

As this summon spell is cast, this creature may sacrifice N subordinates. If it does, the summoned creature gets N +1/+1 counters.

Disturb

This summon may be Revived transformed for it’s disturb cost. Transformed means in another form (if the summon has lycanthropy for example).

Double Strike

This creature attacks as 1/2 a P action.

Dredge N

If this creature would memorize a spell, instead it may choose to lose exactly N spells from memorization. If it does, return this spell to its memorization. Otherwise, memorize the first spell.

Echo [cost]

At the top of the round after this thing is summoned/created, pay the Echo cost or it is sacrificed.

Embalm [cost]

If this spell's Embalm cost was paid and a slain body was SEL=9 "Exiled", Revive a copy of this thing, except it's a white Zombie. Embalm only on your side of combat.

Emerge [cost]

This spell may be cast for its Emerge cost by sacrificing a creature and paying the difference between the SL and the sacrificed creature's DL to a minimum SL of 1.

Enchant Blah

This spell can only target the thing that shares it’s Enchant blah restriction.

Encore [cost]

[Cost], 1/reset: For each ([B], [SB], etc) in the room, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next segment. Activate only on your side of combat. Legend rule applies to PCs and Unique beings.

Entwine [cost]

As this spell is cast, if the entwine cost is paid, instead of choosing only one of the modes of the spell, choose all of them.

Epic

For the rest of the fight, this creature can't cast spells. At the top of each segment that it has actions for, copy this spell except for it's epic ability. This creature may choose new targets for the copy.

Equip [cost]

This item can only be equipped if its Equip cost is paid.

Escalate [cost]

As this spell is cast, each time it's Escalate cost is paid, you may choose an additional mode.

Escape

This spell may be cast again for its Escape cost if it was lost from this things memorization.

Eternalize [cost]

If this spell's Eternalize cost was paid and a slain body was SEL=9 "Exiled", Revive a copy of this thing, except it's a DL IV black Zombie. Embalm only on your side of combat.

Evoke [cost]

This summon spell may be cast for its Evoke cost. If it is, the creature it summons is sacrificed after this spell resolves.

Evolve

Whenever this creature summons a creature, if that creature has greater DL than this thing, put a +1/+1 counter on this thing.

Exalted

Whenever a subordinate this creature controls attacks alone, that creature gets +(CF=4+: 10, otherwise 1) to hit, melee and/or ranged dmg, AC, Saves, and hp until end of the segment.

Exploit

When this creature is summoned, a creature may be sacrificed. If it is, a benefit is gained.

Extort

Whenever this thing cast's a spell, it may pay 1SL. If it does, each enemy loses (CF=4+: 10, otherwise 1) hp and you are cured that much.

Fabricate N

When this creature is summoned, you may put N +1/+1 counters on it. If you don't, create N DL I colorless Servo animated creatures.

Fading N

This thing has SEL=1 "Fading N". At the top of each round, its Fading ticks down by 1 toward 0. When it can't tick down, it is sacrificed.

Fear

This creature's attacks cannot be countered/interposed/parried/etc. except by constructs or enemies that are evil.

First Strike

This creature may use it's P action for the round on segment 0.

Flanking

Enemies without flanking that this creature attacks get -(CF=4+: 10, otherwise 1) to hit, melee and or ranged dmg, AC, Saves, and hp.

Flash

This spell can be cast on the top or bottom of a segment.

Flashback [cost]

This spell may be cast an additional time for it's Flashback cost if the spell has already been cast and lost from memorization.

Flying

This creature can fly with maneuverability A.

Forecast [cost]

Pay the Forecast cost at the top of the segment this is acting in (max 1/rd) for an effect.

Foretell [cost]

During your turn, you may pay 2 SLs and exile this spell from your memorization. Cast it on a later turn for its foretell cost. If not listed, the fortell cost = the spell’s SL-2.

Fortify

Pay the Fortify cost: Attach this Fortification to a room this occupies. Activate this ability only on this things side of combat.

Frenzy N

Whenever this creature attacks and isn't interposed and/or parried, it gets +(CF=4+: 10, otherwise 1)*N to hit, melee and/or ranged dmg until end of the segment.

Fuse

One or both halves of this spell may be cast from this creature's memorization.

Graft N

This creature is summoned with N +1/+1 counters. Whenever another creature is summoned, it may move a +1/+1 counter from itself onto that creature.

Gravestorm

When this spell is cast, copy it for each creature, item, or effect that died this segment. This may choose new targets for the copies.

Haste

This creature can attack and use abilities immediately after being summoned.

Haunt

When this thing dies, a target becomes SEL=1 "Haunted".

Hexproof

No target from opponents' targeted effects.

Hidden Agenda

This thing names a spell at the start of the fight. Spells that share that name gain an effect.

Hideaway N — Blah

When this thing is summoned/created, roll N random spells that this thing knows. Then choose one among them and note it. When [blah] happens, you may cast the noted spell as 1bM.

Horsemanship

This creature's attacks can't be interposed/parried by anyone without Horsemanship.

Improvise

Your intelligent items can help cast this spell. Each that lends its E action while casting this spell reduces the SL by 1.

Indestructible

This item/creature is immune to Disintegrate and other effects that would destroy it's body.

Infect

This creature's unarmed dmg is vile dmg. It may divide its unarmed damage by 10 to deal it to a random stat instead. Roll a d6 while rolling dmg to determine which stat it goes to. This is per P action.

Ingest

Whenever this creature deals melee and/or ranged damage to a target, that target loses its top prepared effect.

Intimidate

This creature's attacks cannot be countered/interposed/parried/etc. except by constructs or enemies that share a class or alignment with it.

Jump-Start

This spell may be cast an additional time if it has already been cast and lost from memorization.

Kicker [cost]

As this spell is cast, the Kicker cost can be paid. If it is, an additional effect is gained.

Landwalk

This creature's attacks cannot be countered/interposed/parried/etc. if you are in a room that matches your landwalk type.

Level Up [cost]

Pay the Level Up cost: This has SEL=1 "Level N" where N is the times the [cost] was paid. Every 2 Levels is +1DL.

Lifelink

Damage this creature deals causes it to be cured that much.

Living Weapon

When this item is created, create a DL 0 black Germ creature, then attach this item to it.

Madness [cost]

This spell may be cast for its Madness cost if it was lost from memorization.

Megamorph [cost]

This creature has no name, race, class, alignment, abilities. This has a set DL II. This lasts until the Megamorph cost is paid and then it gets a +1/+1 counter for the rest of the fight.

Melee N

Whenever this creature attacks, it gets +(CF=4+: 10, otherwise 1)*N to hit, melee and/or ranged dmg, AC, Saves, and hp until end of the segment for each group it attacked with this combat.

Menace

This creature can't be interposed/parried except by two or more enemies.

Mentor

Whenever this creature attacks, put a +1/+1 counter on target attacking creature with lesser DL.

Miracle [cost]

This spell may be cast for its Miracle cost if it's the first spell this thing cast this round.

Modular N

This creature is summoned with N +1/+1 counters on it. When it dies, it may put its +1/+1 counters on target technological creature.

Morph [cost]

This creature has no name, race, class, alignment, abilities. This has a set DL II. This lasts until it's Morph cost is paid.

Multikicker [cost]

As this spell is cast, the Multikicker cost can be paid any number of times. For each time it is, an additional effect is gained.

Mutate

If this summon spell is cast for its Mutate cost, it becomes SEL=8 "Combined" with a target non-Human creature ally. They mutate into the creature on top plus all abilities from under it.

Myriad

Whenever this creature attacks, for each ([B], [SB], etc) in the room, create a copy of it that is attacking that group. Unsummon these creatures at end of the segment. Legend rule applies to PCs and Unique beings.

Nightbound

If a player cast at least two spells during their own turn, it becomes day next turn in the room.

Ninjutsu [cost]

Pay the Ninjutsu cost and dismiss an attacking summon: Summon this creature attacking the same target.

[cost] Offering

This spell may be cast for 1bM by sacrificing [cost] and paying the difference in SLs between the two.

Outlast

1M, Pay [Cost]: Put a +1/+1 counter on this creature. Use this only on your side of combat.

Overload [cost]

This spell may be cast for its Overload cost. If it is, change it's text by replacing all instances of 'target' with 'each'.

Partner with Blah

When this creature is summoned, another target may memorize [blah] summon spell.

Persist

When this summon dies, if it had no -1/-1 counters on it, resummon it under its owner’s control with a -1/-1 counter on it.

Phasing

In segment 0, this thing is SEL=6 "Phased Out" and treated as if it does not exist. It loses this status at the start of the next round.

Poisonous N

Whenever this creature deals melee and/or ranged damage to a target, that target gets "Poisoned" xN. When N is 10, that target is slain.

Protection from Blah

This thing can't be damaged, enchanted, interposed, or targeted by any source that matches it's protection.

Prototype N

This summon spell may be cast with different SL, color, and DL where SL and DL=N.

Provoke

Whenever this creature attacks, it may force a target to interpose in front of its attacks even if that target has acted.

Prowess

Whenever this creature casts a non-summon spell, this thing gets +(CF=4+: 10, otherwise 1) to hit, melee and or ranged dmg, AC, Saves, and hp until end of segment.

Prowl [cost]

This spell may be cast for its Prowl cost if a [subtype] subordinate of this thing dealt melee and/or ranged damage to a target this segment.

Rampage N

This creature gets +(CF=4+: 10, otherwise 1)*N to hit, melee and or ranged dmg, AC, Saves, and hp until the end of the segment for each creature attacking it in its group.

Reach

This creature can interpose/parry attacks from flying creatures.

Rebound

If this spell was cast from this creature’s memorization this fight, then at the beginning of its next segment, this spell may cast again as a free action.

Reconfigure [cost]

Equip or unequip if it’s Reconfigure cost is paid. Use this only on your side of combat. While equipped, this thing isn't a creature.

Recover

When a creature dies, this may pay [cost]. If it does, rememorize this spell. Otherwise, this spell can't be cast for the rest of the fight.

[cost]: Regenerate

The next time this thing would be destroyed this rd, it isn’t. Instead it is SEL=5 Tapped, remove all damage from it, and eject it from it’s group with no parting shots.

Reinforce [cost] - N

Pay the Reinforce cost and unmemorize this spell: A target gets N+1/+1 counters.

Renown N

Whenever this creature deals melee and/or ranged damage to a target, if it isn't "Renowned", put N +1/+1 counters on it and it becomes "Renowned".

Replicate [cost]

When this thing casts this spell, copy it for each time this paid its Replicate cost. This may choose new targets for the copies.

Retrace

This spell may be cast once more after being cast once by unmemorizing another memorized spell as an additional cost to cast it.

Riot

This creature is summoned with your choice of a +1/+1 counter or haste.

Ripple N

When this spell is cast, roll a random spell N times that this has memorized. If any of those spells match this spell, cast that spell and repeat this process.

Scavenge [cost]

Pay the Scavenge cost and this creature loses this summon spell from memorization for the rest of the day: Put a number of +1/+1 counters equal to this summon spell's SL on target creature. Use this only on your side of combat.

Shadow

This creature's attacks can’t be interposed/parried by anyone without shadow, and anyone without shadow can’t be interposed/parried by anyone with shadow.

Shroud

No target from any effects (including it's own).

Skulk

This creature can't be interposed/parried by creatures with greater offensive DL.

Soulbond

This creature may pair itself with another unpaired creature when either is summoned. They remain "Paired" for as long as they are not enemies.

Soulshift N

When this subordinate dies, its controller may memorize a summon spell of SL=N.

Spectacle [cost]

This spell may be cast for its Spectacle cost if an enemy lost hp this segment.

Splice onto Blah [cost]

As another spell is cast that shares the Splice onto Blah subtype, this spell may be named. If it is, the cast spell gains the text of this spells rules text if the Splice cost was paid.

Split Second

While this spell is being cast, no other spells can be cast and no abilities can be activated until it resolves.

Storm

Copy this spell for each spell cast before it this round. This thing can choose new targets for the copies.

Sunburst

This creature is summoned/created with a [+1/+1 or charge] counter on it for each class group (max of 5) the caster has.

Surge [cost]

A spell may be cast for its Surge cost if this thing or an ally of it's have cast another spell in the same segment.

Suspend [cost]

Rather than cast this spell from memorization, pay the Suspend cost. The spell is delayed has "Suspend" xN. At the top of each segment, Suspend ticks down by 1 toward 0. When it reaches 0, it is cast as a free action. It has haste.

Totem Armor

If enchanted thing would be destroyed or slain, instead cure all damage on it and destroy this effect.

Toxic N

Attacked targets dealt melee and/or ranged damage also gets "Poisoned" xN. When N is 10, that target is slain.

Training

Whenever this creature attacks with another creature with greater offensive DL, put a +1/+1 counter on this creature.

Trample

Excess melee and/or ranged damage this creature deals may be dealt to another target within it's reach.

Transfigure [cost]

Pay the Transfigure cost and sacrifice this creature: Summon a creature with the same DL as this thing. Transfigure only on this things side of combat.

Transmute [cost]

Pay Transmute cost and unmemorize a memorized spell: Memorize a spell this thing knows with the same SL.

Tribute N

As this creature is summoned, an opponent of your choice may "Pay Tribute" by placing N +1/+1 counters on it. If tribute isn't paid, an additional effect is gained.

Undaunted

This spell costs 1 SL less to cast for each enemy group in the room.

Undying

When this summon dies, if it had no +1/+1 counters on it, resummon it under its owner’s control with a +1/+1 counter on it.

Unearth [cost]

If this spell's Unearth cost is paid, Revive this summon spell. It gains haste. Exile it at the beginning of the next segment or if it would extradimentionally move (for example, blinking, teleporting, etc.). Unearth only on your side of combat.

Unleash

This creature may be summoned with a +1/+1 counter on it. It can't interpose and/or parry as long as it has a +1/+1 counter on it.

Vanishing N

This thing has SEL=1 "Vanishing N". At the top of each round, it's Vanishing ticks down by 1 toward 0. When it reaches 0, it is sacrificed.

Vigilance

This creature gets 1bP action for the round if it attacked. This action can't be used to physically attack.

Ward [cost]

Whenever this creature becomes the target of a spell or ability an enemy controls, counter it unless that enemy pays [cost]

Wither

This creature deals damage to creatures in the form of -1/-1 counters.

Un Keywords

 Effect

Augment [cost]

Pay the Augment cost and name this spell: This creature becomes SEL=8 "Combined" with a target host creature. Augment only on your side of combat.

Blurry

This creature's attacks cannot be countered/interposed/parried/etc. if the creatures its attacking aren't wearing glasses.

Denimwalk

This creature’s attacks cannot be countered/interposed/parried/etc. if it is attacking creatures wearing denim.

Gotcha

Whenever an enemy speaks a certain word or performs a certain action, this creature says Gotcha! and gains a benefit.

Just a Second

While this spell is being cast, no other creatures can move (extradimentionally or otherwise) until it resolves.

Knightlifelink

Damage Knight creatures in this creature's group deal causes it to be cured that much.

Last Strike

This creature attacks in segment 10.

Squirrellink

Damage this creature deals also causes it to summon that many DL I Squirrels.

Super haste

This creature can attack and use abilities on the opponent's side of combat. If it does, it must cast a spell of SL=it's DL next segment or it is Exiled (no resist).

Triple Strike

This creature attacks as 1/3 a P action.

Undeathtouch

Any nonzero amount of melee and/or ranged damage this thing deals to an undead target Exiles it (Fort Save to negate).