This document is provided by HARDWARE HEISTER and input by BELLE STARR, for your playing pleasure. ARCHON - MAGIC SPELLS Magic is arguably the most significant strategic element of ARCHON. Only the two mages - the Wizard and the Sorceress - can cast spells, and each mage can cast each spell only once. While the spells are powerful, they have one drawback; each spell weakens the mage casting it, leaving that mage progressively less able to defend itself against direct attack. A spell may be cast instead of a regular move on the strategy screen. Simply move the frame atop your mage, as if you were going to move it. Push the button, and the usual message appears. Without moving the icon, however, just push the button again, and you will get a new message: SELECT YOUR SPELL." Push the joystick up or down to survey the spells still available, and push the button when you find the one you want. If further actions on your part are required, additional messages will direct you appropriately. Remember that you can't conjure the same spell more than once, and you can't cast a spell against power points or icons on them. Details are given below. TELEPORT EFFECT: This spell moves-teleports-any one of your icons any distance from one square on the strategy screen to another. ACTIONS REQUIRED: After selecting the spell, move the frame to the icon you want; push the button; and then move the icon to its destination-just as if it were a normal move. RESTRICTIONS: You cannot move an enemy icon. You cannot move onto a square already occupied by one of your own icons (as usual). You cannot teleport onto or off a power point. You cannot teleport an imprisoned icon. (See IMPRISON.) ADDITIONAL NOTES: Do not confuse this spell with a mage's normal three-square movement. That is minor magic, on the same order as casting fireballs, and is not bound by the restrictions of the seven major spells. HEAL EFFECT: This spell instantly heals any icon of all wounds it has sustained in the cambat arena. ACTIONS REQUIRED: After selecting the spell, move the frame to the wounded icon, and push the button. RESTRICTIONS: You cannot heal an icon resting on a power point. You can "heal" an already healthy icon, but why bother? SHIFT TIME EFFECT: Two effects are possible. Most often, the spell reverses the flow of time: i.e., the direction of the luminosity cycle of the delta squares. Squares that had been growing gradually darker would now grow lighter-until the cycle peaked. However, if the spell is cast when the luminosity cycle is at either peak, Shift Time will cause the cycle to shift abruptly to the opposite extreme (from black to white, or vice versa). ACTIONS REQUIRED: None after selecting the spell. RESTRICTIONS: None. EXCHANGE EFFECT: This spell causes any two icons on the strategy screen to trade places. ACTIONS REQUIRED: Move the frame to one of the icons you wish to transpose, and push the button. Then do the same to the other icon. RESTRICTIONS: Neither icon can be imprisoned or on a power point. SUMMON ELEMENTAL EFFECT: This spell allows you to attack any enemy icon with a new, temporary icon representing one of four elementals-animated spirits of the ancient elements of earth, air, fire, and water. Combat is conducted in the combat arena as usual, except that the elemental vanishes after the battle, win or lose. ACTIONS REQUIRED: Once the spell is selected and the elemental appears on your side of the strategy screen, move it to the icon you wish to attack. In the combat arena, direct the elemental just as you would any other icon. RESTRICTIONS: You cannot attack an icon on a power point. You cannot direct the elemental to a vacant square or one occupied by one of your own icons. You cannot choose which elemental will respond to your summons. REVIVE EFFECT: This spell restores to the game an icon previously lost in combat. ACTIONS REQUIRED: the procedure is similar to a Teleport spell or a normal move, except that the revived icon comes from a special display by the side of the strategy screen, and its destination must be a vacant square next to the mage. RESTRICTIONS: You cannot "revive" an icon not already dead. One of the squares adjoining your mage must be vacant, and you must put the revived icon on one of those vacant squares. IMPRISON EFFECT: This spell keeps an icon on the strategy screen from leaving its square. The icon can fight its attackers in the combat arena, but it cannot be moved off its square. Important: an imprisoned mage cannot cast spells! Imprisonment is temporary. A Dark Side icon would remain imprisoned until the delta squares turn black; a Light Side icon would be freed when delta squares turn white. ACTIONS REQUIRED: Once the spell is cast, move the frame to the target icon, and push the button. RESTRICTIONS: You cannot imprison an icon on a power point. You cannot imprison any icon at a time when the luminosity cycle would automatically free it. CEASE CONJURING This is not a spell; it is a way to avoid casting a spell if you miscalculate. If you change your mind while selecting a spell, or if the spell you want is unavailable or canceled, you may push the button when CEASE CONJURING is displayed. This will allow you to start your turn over.