CARD
# |
NAME |
COST |
LEVEL |
Original Red Magic Spell Effect
|
1
|
Double Vision |
4
|
Major
|
For the next 3 turns, if opponent scores on caster, flip
a coin: Heads you Score, Tails you Miss. |
|
|
7
|
Great
|
For the entire game, if opponent scores on caster, flip
a coin: Heads you Score, Tails you Miss. |
2
|
Sleep |
1 per
current BP
|
Major
|
One opponent has been put to sleep for the rest of the
game. (Does not affect Undead) |
|
|
1 per total
current BP
|
Great
|
Two of more opponent's have been put to sleep for the
rest of the game. (Does not affect Undead) |
3
|
Fireball |
1-3
|
Minor
|
Opponent takes 1-3 damage & does only Jump or Shield
Block next turn. (Double to Trolls, zero to Fire breathers) |
|
|
4-10
|
Major
|
Opponent takes 4-10 damage & does only Jump or Shield
Block next turn. (Double to Trolls, zero to Fire breathers) |
|
|
11-20
|
Great
|
Opponent takes 11-20 damage & does only Jump or Shield
Block next turn. (Double to Trolls, zero to Fire breathers) |
4
|
Stun |
3
|
Minor
|
Opponent do no Orange or Yellow for the next 3 turns,
Do only Brown at Extended Range. |
|
|
7
|
Major
|
Opponent does no Orange or Yellow until the game ends,
Do only Brown at Extended Range. |
5
|
Panic |
4
|
Major
|
Opponent does only Green or Yellow until at Extended
Range. |
6
|
Dazzle |
2
|
Minor
|
Opponent do only Green, Yellow or Brown & subtract
2 from any Score for the next 2 turns. |
7
|
Fumble |
3
|
Major
|
Score 1, Opponent does only Kick, Yellow or Green (except
Wild Swing), until weapon has been retrieved. Do only Brown at Extended
Range. |
8
|
Shape Change Self |
1 per 2 BP
(round up)
of new character
|
Great
|
Caster changes his character for the rest of the game.
Caster keeps original Body Points & Damage. Give opponent new
character's book. "No restrictions next turn." |
9
|
Block Magic |
2
|
Minor
|
For the next 3 turns, opponents spells are reduced by
1 level. If new lower level doesn't exist spell is canceled. |
|
|
4
|
Major
|
For the next 3 turns, opponents spells are reduced by
2 level. If new lower level doesn't exist spell is canceled. |
|
|
7
|
Great
|
For the next 3 turns, opponents spells are canceled. |
10
|
Levitate |
5
|
Major
|
Score 2, Opponent misses next 3 turns & falls to
page 1. Caster & Allies go to page 41. |
|
|
7
|
Great
|
Score 5, Opponent misses next 3 turns & falls to
page 1. Caster & Allies go to page 41. |
11
|
Shrink |
5
|
Major
|
Opponent's Height is reduced by 1 for the rest of the
game, unless presently height 1. |
12
|
Hypnotize |
1
|
Minor
|
Opponent may only do the color caster chooses.
(Except Green or Yellow.) |
|
|
3
|
Major
|
Opponent may only do the color caster chooses.
(Treat Green & Yellow as one color.) |
|
|
5
|
Great
|
Opponent may only do the color caster chooses. |
13
|
Vampire Fly |
5
|
Major
|
Starting this turn opponent takes 1 damage each turn
until doing a successful Duck or Extended Range Dodge. |
14
|
Reverse Spell |
2
|
Minor
|
Opponent suffers effects of any spell opponent casts
this turn. |
15
|
Block Weapons |
2
|
Minor
|
Opponent's reduces all weapon's score by 1 until end
of game. |
|
|
5
|
Major
|
Opponent's reduces all weapon's score by 3 until end
of game. |
|
|
9
|
Great
|
Opponent's reduces all weapon's score by 7 until end
of game. |
16
|
Extra Strength |
3
|
Minor
|
Caster gets +2 to all damage modifiers next turn. |
|
|
6
|
Major
|
Caster gets +2 to all damage modifiers for the next 3
turns. |
|
|
12
|
Great
|
Caster gets +2 to all damage modifiers for the rest of
the game. |
17
|
Grow |
4
|
Major
|
Caster's height is increased by 1 for the next 3 turns. |
|
|
8
|
Great
|
Caster's height is increased by 1 for the rest of the
game. |
18
|
Slow |
3
|
Minor
|
Opponent does no Fake or Yellow (extended range, no Dodge
or Sideswing) for the next 2 turns. |
|
|
5
|
Major
|
Opponent does no Fake or Yellow (extended range, no Dodge
or Sideswing) for the next 3 turns. |
19
|
Blur |
3
|
Minor
|
Opponent subtracts 2 from all damage modifiers for the
next 2 turns. |
|
|
5
|
Major
|
Opponent subtracts 2 from all damage modifiers for the
next 4 turns. |
20
|
Hand of Belo |
3
|
Minor
|
Opponent takes 1 damage & do only Green, Jump Away,
Block & Close or Jump Back next turn. |
|
|
5
|
Major
|
Opponent takes 3 damage & do only Green, Jump Away,
Block & Close or Jump Back next turn. |
|
|
7
|
Great
|
Opponent takes 5 damage & do only Green, Jump Away,
Block & Close or Jump Back next turn. |
21
|
Lasso |
2
|
Minor
|
Opponent does no Red, Orange or Brown for the next 2
turns. |
|
|
4
|
Major
|
Opponent does no Red, Orange or Brown for the next 5
turns. |
22
|
Retrieve Weapon |
4
|
Minor
|
Caster may pick up any one-handed weapon but can only
use a sword. Caster may hold only one weapon in addition to his own.
Caster may throw weapon out of combat range at any time by doing a successful
Jump. |
23
|
Sunburst |
2
|
Minor
|
Opponent do only Jumps next turn & subtracts 2 from
Red & Orange scores next turns. |
|
|
4
|
Major
|
Opponent do only Jumps next turn & subtracts 2 from
Red & Orange scores for the next 3 turns. |
|
|
6
|
Great
|
Opponent do only Jumps next turn & subtracts 2 from
Red & Orange scores for the next 5 turns. |
24
|
Weak Knees |
1
|
Minor
|
Opponent does no Dodge, Jump Up, Kick or Charge next
turn. |
|
|
3
|
Major
|
Opponent does no Dodge, Jump Up, Kick or Charge for the
next 3 turns. |
|
|
5
|
Great
|
Opponent does no Dodge, Jump Up, Kick or Charge for the
next 5 turns. |
25
|
Crushing Walls |
8
|
Major
|
Opponent do no Side Swings or Dodge & take 1 damage
each turn until you successfully Jump Back or Jump Away. |
26
|
Lightning Bolt |
1-3
|
Minor
|
Opponent takes 1-3 damage (double if wearing chain or
plate mail) & do only Jumps next turn. |
|
|
4-6
|
Major
|
Opponent takes 4-6 damage (double if wearing chain or
plate mail) & do only Jumps next turn. |
|
|
7+
|
Great
|
Opponent takes 7+ damage (double if wearing chain or
plate mail) & do only Jumps next turn. |
27
|
Insanity |
4
|
Major
|
Opponent do no Shield Blocks, Protected Attacks, Jumps,
Black or White (Hill Troll do only Rage) for the next 3 Turns. |
|
|
6
|
Great
|
Opponent do no Shield Blocks, Protected Attacks, Jumps,
Black or White (Hill Troll do only Rage) for the next 5 Turns. |
28
|
Strength |
2
|
Minor
|
Caster adds +1 to all modifiers next turn. |
|
|
4
|
Major
|
Caster adds +1 to all modifiers for the next 3 turns. |
|
|
8
|
Great
|
Caster adds +1 to all modifiers for the rest of the game. |
29
|
Trip |
2
|
Minor
|
Opponent do only Jumps next turn. |
|
|
5
|
Major
|
Opponent takes 1 damage & do only Jumps for the next
3 turns. |
30
|
Teleport |
3
|
Minor
|
Either (1) Opponent do only Yellow & caster no restrictions
next turn, or (2) Opponent do only Brown & caster do only Extended
Range next turn. (Caster's choice) |
31
|
Magic Clone |
5 points for a
3 BP clone
|
Major
|
Opponent must combat a clone of the caster before attacking
caster again. Clone has no magic. Caster do no spells or combat
untill clone is reduced to zero or less body points. After clone
is defeated start combat again on p.57. If caster is attacked by
another character while this spell is in effect, the clone disappears. |
|
|
2 points +1 per
BP of clone
|
Great
|
Opponent must combat a clone of the caster before attacking
caster again. Clone has no magic. Caster do no spells or combat
untill clone is reduced to zero or less body points. After clone
is defeated start combat again on p.57. If caster is attacked by
another character while this spell is in effect, the clone disappears. |
32
|
Protection from
Weapons |
4
|
Minor
|
Opponent's reduces all weapon's score by 1 until end
of game. |
|
|
8
|
Major
|
Opponent's reduces all weapon's score by 3 until end
of game. |
|
|
12
|
Great
|
Opponent's reduces all weapon's score by 7 until end
of game. |