Exchange

The Exchange spell enables the spell-caster to have any two creatures trade places. You can have two of your own creatures trade places, or have one of your creatures switch with an opposing creature, or have two opposing creatures change places. When the screen prompts you, move the frame to the first creature you want to exchange, and press the Abutton. Then, at the screen prompt, move the frame to the creature you want to switch places with and press the A button. If you change your mind,...

Teleport

The Teleport spell enables the spell-caster to move any of its own cr a turcs to any other square not occupied by its own side. You can use this to directly challenge an opponent for a square, or to locate your creature in an empty square. An imprisoned creature (see Imprison below) can't be teleported. When the screen prompts you, move the frame to the creature you want to teleport, and press the A button. Then, at the screen prompt, move the frame to the square where you want to move your...

The Struggle Continues

The l.ight and the Dark two forces locked in an eternal struggle for domination. The two sides are led by the spell-casting Wizard and Sorceress, and championed by armies of mythical beasts and legendary heroes possessing incredible powers. They meet on a battlefield of light and dark squares. Creatures gain strength when occupying a square of their own color and lose strength when occupying a square of the opposing force's color. This positioning is crucial when the creatures confront each...

Spells

The Wizard and the Sorceress are the only ones with the magical power of casting spells. Use this magic carefully this power does have its limits. The Wizard and Sorceress can cast each of their spells only one time per game. No spells can be cast at a character on a power point. F.very time they cast a spell, the magicians become weaker and more vulnerable to attack. As a result, their life lines are shorter. To cast a spell, position the frame on your spell-easier and press the A button. Then...

Revive

The Revive spell enables the spoil-caster to resurrect a creature previously downed in combat. There must be a Charmed empty square next to the spell-caster for this spell to work. Otherwise, it can't be cast The creatures already defeated in battle appear beside the battle field. At the prompt, move the frame to the one you want to revive, and press the A button. At the second prompt, move the revitalized creature to a Charmed square, and press the A button. If you change your mind, you can...

Summon Elemental

The Summon Elemental spell enables the spell-caster to call into battle one of the four elements, each with its own battle characteristics earth, air, fire or water. Once the fight is over, the element vanishes, even if it wins, and the square is empty. If the element loses the contest, the victorious creature retains the square. When one of the elements is summoned, the screen prompts you to move the element to the opponent you wish to fight, and press the A button. The screen immediately...

Imprison

The Imprison spell enables the spell-caster to temporarily freeze an opposing creature, preventing it from leaving its square. It can, however, continue to fight off attackers. It remains imprisoned until the color of the Lumina squares matches the color of the imprisoned creature. For example, if a Light creature is imprisoned, it won't be released until the Lumina cycle teaches its lightest phase. When the screen prompts you, move the frame to the opposing creature you want to imprison, and...