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Here I have lists of all the Original Red Magic Spell Cards.
On this page you will find a lists compiled of all the Original Red Magic Spell Cards I have been able to find information on. 

If you have a copy of something that I do not have information on or if you find an error please e-mail me.
If possible include a scan of the card in question.

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.

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