I'm also unlikely to give actual commands, but I'll try to help by redoing my stats post:
Character stats
Note that the details of foes is incomplete. I'll try to update it as we find out more about them
Friendlies
Araches/L33tz4n
Attack 4
Movement 3
HP 20
Lightning: 10 points o' damage to whatever you want
Haste: Charm target with "+2 movement", starting next turm
Poison: Curse target with "lose 1 HP per turn"
Bloodlust: Charm target with "+2 attack"
Hypnotise: Control target opponent for one turn. Target opponent can't act next turn
Summon Mythslayer: Summon Mythslayer to target location
Summon Water Elemental: Summon Water Elemental to target location
Summon Enchantresphere: Summon Enchantresphere to target location
Grandma Conquista
Attack 7
Movement 1
HP 24
Fireball: 6 points o' damage to whatever you want
Hellfishy: 15 points o' damage to whatever you want
Furious the Monkeyboy
Is immune to magic.
Attack 8
Movement 2
HP 22
Scholar Sam
Attack 3
Movement 2
HP 15
Mana Flare: Charm target with "character's spells are no longer used up when cast"
Animate Dead: Rasie someone and take control of them. They go back to being dead next turn
Seppuku: Target attacks itself with strength equal to target's attack
Manifest Destiny: Create a block on target location (40HP). Block can be destroyed with melee attacks
Unload Mana: Charm Sam with "Sam may cast any number of spells in his turn. Sam's defense will halve each time he uses this ability"
Faw/Uberbob
Attack 6
Movement 2
HP 24
Fysics Phailure: Curse the target with "random attack strength; 50% chance of healing when attacking"
Randomtacklemanashackle: Curse target with "lose 4 hp each time this character casts a spell"
Anti Magic: Disenchant target and make target immune to magic
Heal: Target restores 10 HP
Raise: Revive target dead character, and character restores 1/2 of total HP
Shuriken
Attack 5
Movement 4
HP 17
Haste: Charm target with "+1 movement", starting next turm.
Ninja speed: +2 movement to Shuriken until end of turn. If used at end of turn, allows a second attack
Foshzzle: Attack based on damge Shuriken has taken
Fooruman
Attack 5
Movement 2
HP 20
Dispell: Negate spell effects on target character
Heal: Target character restores 15 HP
Raise: Revive target dead character, and character restores 1/2 of total HP
Foshzzle: Attack based on damge Fooruman has taken
Ramming speed: +8 attack, +2 movement until end of turn for Fooruman. Must be used before moving
Friendly summons
Mythslayer
Attack 4
Movement 3
HP 11
Slay: target character loses 1/3 of current HP
Water Elemental
Attack 5
Movement 2
HP 8
Enchantresphere
Attack 4
Movement 2
HP 9
Is immune to magic
Foes
Ice Hydra
Attack 6
Movement 2
HP 20 (except for one with 21 HP)
Snow Succubus
Attack 4
Movement 3
HP 38
Hypnotise: Control target opponent for one turn. Target opponent can't act next turn
Raise: Revive target dead character, and character restores 1/2 of total HP
2xHeal: Target character restores 10 HP
Summon Frost Lawyer: Summon Frost Lawyer #1 to target location
Perfect Solstice
Attack 7
Movement 1
HP 39
Legacy: Remove any curse on Solstice, fully heal Solstice, double defense of Solstice. Gives Solstice the ability to teleport to any accessible location on the map (not a charm).
Slay: Target character loses 1/3 of current HP
Dispell: Negate spell effects on target character
2xKudzu: Give Solstice another attack this turn
2xDisbalance: Halves defense of target character and deals 3 damage to that character
Unfriendly Summons
Frost Lawyer #1
Attack 4
Movement 2
HP 12
Summon Frost Lawyer: Summon Frost Lawyer #2 to target location
Frost Lawyer #2
Attack 4
Movement 2
HP 12
Summon Frost Lawyer: Summon Frost Lawyer #3 to target location
Frost Lawyer #3
Attack 4
Movement 2
HP 12
Transfer health: deal 10 points o' damge to target character, then heal 10 points on another character
Important battle notes
Again, subject to change as more information is known- Characters take Double damage if they cast a spell that turn.
- Characters take Half damage if they are defending that turn.
- Characters take Normal damage if they both cast a spell and defend in the same turn.
- You can move diagonally. Diagonal moves do not cost extra.
- Dead people obstruct movement.
- We can only cast one spell per turn. Spells may be targeted anywhere and do not require line of sight.
- Grouped characters (e.g. A/L) attack together and take damage together.
- Attacking counts as a move, and ends movement.
- You can move the same turn you are Raised.
- Raise is not affected by magic immunity. Neither is Legacy.
- Summons cannot cast spells the turn they are summoned.
- You can't cast the spells of someone you hypnotise.
- Antimagic can't be dispelled. Nor can Legacy
Right, I think that's all. Feel free to correct me if I've missed something out or made a mistake.