Gypsy NomadDESCRIPTION
There's a really good reason why most Gypsies are nomads. They can't do anything right.
Even the greatest of Gypsy ladies screw up their powers half of the time. Sometimes these
mistakes help more than hurt, making the Gypsies valuable but dangerous companions.
Typically Gypsies are friendly and outgoing. They just about have to be to explain their
mistakes. They like to have nice things, and live in nice places, but never manage to stay
there very long. The only requirement to be a Gypsy is that you must know the phrases
"Oops! Sorry!" and "Don't worry, it'll wear off!!"
SPECIAL ABILITIES AND PENALTIES
- The Gypsy may learn from mistakes, making them permanent spells
- The Gypsy may create any kind of temporary spell on a successful roll.
- The Gypsy may upgrade the power of memorized spells.
- If out of spells for the turn, the Gypsy may cast one "wild spell"
- If the Magic Phase is a 1, the Gypsy may not cast spells, and all Gypsy Spells
previously cast wear off.
WEAPONS AND ARMOUR
Gypsies can use most types of single handed blade weapons, such as swords, daggers, etc.
As for armor, they can use any armor up to light armor, but they must buy it at 150% of
normal cost to customize it to their shapely bodies, and so it doesn't clash with their
outfit.
Protection is no excuse not to look good. If the armor is found, she must pay half of the sell value to customize it.
STARTING AS A GYPSY
A level 1 Gypsy begins with one skill, rolled on the Skills section, and five level 1
spells listed below. These spells are Memorized and may be casted each turn.
Create Magic Sword (S/T) - The Gypsy holds out her hand and creates a sword made of magic. This weapon always ignores armor, is considered magical, and does an extra 2 damage on a natural 6 To Hit. This spell lasts until the Magic Phase is a 1 or the sword is removed from the owner's hand.
Deflect Blow (T) - As the Gypsy snaps her fingers, an incoming attack from a target is deflected, causing it to miss.
Fireball (T) - The Gypsy holds out the palm of her hand, and a ball of fire flies forth. The target is automatically struck for 1D6 damage with no modifiers for Toughness or Armor.
Magic Candle (N) - This spell allows the Gypsy to create a lit red wax candle which lights a 4x4 square area. This spell lasts until the Magic Phase is a 1 or until the candle is blown out.
Healing Tough (T/S) - This spell causes the Gypsy to heal any target in
sight for 1D6 wounds.
(S) = The spell's target is the caster
(T) = The spell's target is another model
(N) = The spell has no target. (The room)
CASTING SPELLS
- Gypsies may cast as many spells as the number on the Magic Phase die. So if the Magic
Phase is at a 3, three spells may be cast. If the die is a 1, no spells may be casted and
all spells previously casted are dispeled. This does not reverse damaged caused or healing
done by old spells.
- To cast a spell, the Gypsy must roll a D6. If the number is higher or equal to the
number required for correct casting a spell of that level, the spell casts as it is
supposed to. If not, the spell is miscast and the GM rolls the new effect of the spell.
THE ENCAMPMENT
In every settlement there is a section of town where the poor call their own. In this
place, Gypsies sometimes set up camp, offering fortunes to the fortuneless. In this place,
Gypsies can learn from others, for a modest fee, of course.
- Gypsies may buy training here, raising their level and giving them one new skill, more
spell slots, and causing them to be more proficient spell-casters.
- The items below may be bought on a successful stock roll :
ITEMS FOR SALE
D6 Ink & Scrolls
200 Gold Each; Stock 9
- May spend next turn writing down a recently casted spell. It is automatically
"Memorized" onto the paper on 2-6, and maybe casted like a scroll. May not write
multiple copies of the same spell.
Random Scroll
50 Gold x Spell Level; Stock 7
- Reading this scroll randomly creates a miscast, which may be memorized on 5-6.
Circlet of Magic
1,000 Gold; Stock 9
- Once per turn, the wearer may roll below
| 1 | The caster loses all spells for the turn. (Including wild magic) |
| 2-4 | No effect |
| 5 | The wearer gets +1 to Casting Rolls this turn. |
| 6 | The wearer gets +2 to Casting Rolls this turn. |
2D6 Crystals
20 Gold Each; Stock 5
- Any spell focused through a crystal (which destroys it) gains +1 to it's Casting Roll.
Magic may be focused through multiple crystals.
Talking Doll
500 Gold; Stock 8
- When trying to memorize, the owner may try and have her talking doll help her. If so,
roll below :
| 1 | The doll begins to ramble and makes the Gypsy totally forget the entire spell. | - Your memorize attempt automatically fails |
| 2 | The doll doesn't remember the parts of the spell you told it to remember. | - Your memorize roll is now at -1. |
| 3 | The doll is asleep and does not pay any attention. | |
| 4 | The doll helps you remember parts of the chant. | +1 to your Memorize Roll |
| 5 | The doll remembers most of the chant. | +2 to your Memorize Roll |
| 6 | The doll remembers the entire chant. | Your memorize attempt automatically passes. |
Box of Voices
1,000 Gold; Stock 10
- On 5 or 6, the box helps the Gypsy create a spell. She may reroll the Create attempt
until both of the numbers are not 1's.
UPGRADING SPELLS
At the Encampment, the Gypsy may attempt to increase the power of her Memorized spells.
There is no limit on how many spells may be upgraded, and if the Gypsy wishes to upgrade,
follow the steps below :
1 Select a spell. If there is an available slot on the next level, it
may be upgraded.
2. Erase the spell from memory permanently.
3. Roll D66. if the number is not lower than the number quoted on the "Upgrading
Spells" chart, the change is complete.
4. The GM decides how the spell changes, and if the player agrees, the spell is moved up a
level slot higher than it was originally. If the player doesn't agree, he may put the
original spell back into memory.
5. If the Upgrade Roll failed, the spell is forgotten forever unless it is immediately
memorized again by rolling a D6 and scoring 5 or 6.
GYPSY SPELLS
| 2 | Gypsy Treasure |
| 3 | Master of Mistakes : The Gypsy may reroll a failed spell once per turn. |
| 4 | Great Memory : This skill allows the Gypsy to hold 1 extra spell from each level. |
| 5 | Wild Magic Master : This skill lets the Gypsy automatically cast Wild Magic |
| 6 | Proper Casting : This skill gives the Gypsy +1 to casting spells. |
| 7 | Magical Skill : Gain 1 Magic Skill point per battle level, starting with points equal to the current battle level. These points may be added to casting rolls. Any points spent are restored at the beginning of the next adventure. |
| 8 | Comprehension ; This skill gives the Gypsy +1 to Memorizing spells. |
| 9 | Creativity : This skill allows the Gypsy to reroll one of the two D66 dice required to make a spell. |
| 10 | Conversion Master : This skill allows the Gypsy to reroll one of the two D66 dice required to Upgrade a spell. |
| 11 | Last Second Fix : This skill allows the Gypsy to reroll a failed Casting roll, but at -1 to the second Casting roll. This may be one each time a spell is cast. |
| 12 | Gypsy Treasure. |
Reroll any duplicate skills if gained.
GYPSY TREASURE
1. Mystic Tarot Cards - Any player may have his fortune read by the Gypsy. He then rolls a
die and consults the chart below. The effects last until the end of the adventure. (The
Gypsy may also read her own fortune at +1 on this chart)
| 1 | Death | The warrior is at -1D6 starting wounds until the end of the adventure. |
| 2 | Poverty | At the end of the adventure, the warrior mysteriously loses 1D6x100 gold. |
| 3 | Luck | The player gains 1 extra luck point during this adventure. |
| 4 | Wealth | Every time the warrior kills a monster, he gains an extra D6xBL gold. |
| 5 | Guidance | -1 attack may automatically this adventure. |
| 6+ | Health | The player gains an extra 1D6 starting wounds this adventure. |
2. Lucky Ring - This ring starts with D3 luck points, and up to three may be put into it. May deposit and withdraw at any time.
3. Bag of Trinkets - This bag creates D6 trinkets which may be sold for D6x20 gold in town, or thrown at -1 to BS/Str 4.
4. Ring of Mystics - This ring allows D6 spells to be casted correctly this adventure.
5. Crystal Ball - Once per adventure, the Gypsy may see into the next room, or possibly see a small glimsp into the future if the GM allows.
6. Tamborine - Once per adventure, hitting this Tamborine will cause the Magic Phase to reroll.
MEMORIZING MISTAKES
In every Gypsies career, she will bungle hundreds of spells. Not to learn from those
mistakes would be the attribute of a fool. Whenever a spell is miscast and the effect is
completed and not dispelled, the Gypsy may attempt to memorize what she just cast. Roll a
D6 and consult the chart below.
| Failed the spell by 1 | 4-6 |
| Failed the spell by 2 | 5-6 |
| Failed the spell by 3 or rolled a Natural 1 | 6 only |
If the Gypsy passes her Memorizing roll, she may permanently keep her miscast as a Memorized spell, assuming she has any open memory slots on that level. A spell CANNOT be learned if there are no open spell slots on that level.
SPELL DURATIONS
Unless the spell says otherwise, all spells last for either 1 day or until the end of the
adventure - whichever comes first. Any objects created by the Gypsy will disappear, and
any curses or bonuses will disappear.
CREATING SPELLS
If the Gypsy needs a spell she does not have, she may attempt to create and cast it
anyways. To do so, she must first say what she wishes to cast to the GM, and he will give
it a difficulty rating from level 1 to level 5. She then must roll D6. If the number is
higher or equal to the numebr required to make the spell, it is automatically casted
sucessfully and takes effect immediatly (or whenever the spell is soposed to take effect).
If the roll is lower than the number needed, the GM must roll on the same level Miscast
Chart as the attemted spell. If the Gypsy wishes to memorize the spell (if it is correctly
cast), she must roll a 5 or 6. If the Gypsy wishes to memorize the miscasted version of
the spell, she must roll a 6.
Example : Gypsy : "I want to create a bridge for the other warriors."
GM : "Ok, that would probably be a level 2 spell. Still want to try?"
Gypsy : "Sure."
She rolls D66, and comes up with 46. Being a level 4 Gypsy, she needed a 55 to cast the
spell correctly. The spell miscasted.
GM : "Well, you created a bridge, the only problem is that it's made out of cake
frosting..."
Gypsy : "Mmmmm.. hey, if I memorized it, could I cast it at enemies?"
GM : "Umm...I guess so...but you'd need to roll a 6 to memorize it, and your out of
level 2 slots."
Gypsy : "Can I forget my Snowballs from Hell spell?"
GM : "Sure, Erase it and then you can try to memorize the Bridge of Frosting."
Gypsy : "Done. Ok, here goes..."
She rolls a 3, then uses a luck point. A natural 6!
GM : "Ok, go ahead and write down the level 2 spell Bridge of Frosting..."
WILD MAGIC
If the Gypsy has no more spells to cast, she may attempt to cast a Wild Magic spell. The
spell is totally random, including the choice of target. If the Gypsy rolls equal to or
higher than her Wild magic score, roll on the charts below.
Target Chart
1. Caster
2-3 A warrior at random
4 No target (room)
5-6 Monster of caster's choice
After the target is determinded, roll below to see which miscast chart must be rolled on. NOTE : Wild Magic can only be memorized on 6.
Miscast Chart
| 1 | Level 1 Miscast Chart |
| 2 | Level 2 Miscast Chart |
| 3 | Level 3 Miscast Chart |
| 4 | Level 4 Miscast Chart |
| 5 | Level 5 Miscast Chart |
| 6 | Level Miscast of Gypsies choice. |
Battle-Level Stats
| Lv | M | WS | BS | S | T | W | I | DD | A | LU | WP | PIN |
| 1 | 4 | 4 | 6+ | 3 | 3 | 1/+5 | 4 | 1 | 1 | 1 | 3 | 6+ |
| 2 | 4 | 4 | 6+ | 3 | 3 | 2/+5 | 5 | 1 | 1 | 1 | 3 | 6+ |
| 3 | 4 | 4 | 6+ | 3 | 3 | 2/+5 | 5 | 1 | 2 | 2 | 3 | 5+ |
| 4 | 4 | 5 | 6+ | 4 | 3 | 3/+5 | 5 | 1 | 2 | 2 | 3 | 5+ |
| 5 | 4 | 5 | 5+ | 4 | 4 | 4/+5 | 6 | 2 | 2 | 2 | 3 | 5+ |
| 6 | 4 | 5 | 5+ | 4 | 4 | 4/+5 | 6 | 2 | 3 | 3 | 4 | 4+ |
| 7 | 4 | 5 | 5+ | 4 | 4 | 5/+5 | 6 | 2 | 3 | 3 | 4 | 4+ |
| 8 | 4 | 6 | 5+ | 4 | 4 | 5/5+ | 7 | 2 | 3 | 3 | 4 | 4+ |
| 9 | 4 | 6 | 4+ | 4 | 4 | 6/+5 | 7 | 3 | 3 | 4 | 5 | 3+ |
| 10 | 4 | 6 | 4+ | 4 | 4 | 6/+5 | 8 | 3 | 4 | 4 | 5 | 3+ |
Correct Spell
| Level | Casting | Capacity | Making Spells |
| 1 | 5/6/-/-/- | 6/4/3/2/1 | 61/62/63/64/65 |
| 2 | 5/5/6/-/- | 6/5/3/2/ | 56/61/62/63/64 |
| 3 | 4/5/5/6/- | 7/5/3/3/2 | 55/56/61/62/63 |
| 4 | 4/5/5/6/6 | 7/5/4/3/3 | 54/55/56/61/62 |
| 5 | 4/4/5/5/6 | 8/6/4/4/4 | 53/54/55/56/61 |
| 6 | 4/4/4/5/5 | 8/6/5/5/4 | 52/53/54/55/56 |
| 7 | 4/4/4/4/5 | 9/7/6/6/6 | 51/52/53/54/55 |
| 8 | 3/4/4/4/4 | 9/8/7/7/7 | 46/51/52/53/54 |
| 9 | 3/3/4/4/4 | 9/8/8/8/8 | 45/46/51/52/53 |
| 10 | 3/3/3/4/4 | 9/9/9/9/9 | 44/45/46/51/52 |
LV Upgrading Spells Casting Wild Magic
1 51/52/53/54/--- 6 Only
2 46/51/52/53/--- 5 or 6
3 45/46/51/52/--- 5 or 6
4 44/45/46/51/--- 4, 5 or 6
5 43/44/45/46/--- 4, 5 or 6
6 42/43/44/45/--- 4, 5 or 6
7 41/42/43/44/--- 3, 4, 5 or 6
8 36/41/42/43/--- 3, 4, 5 or 6
9 35/36/41/42/--- 3, 4, 5 or 6
10 34/35/36/41/--- 2, 3, 4, 5 or 6
Miscast Codes :
NE - No signiffigant effect
GM - GM's decision on effect
Level 1 Miscasts
| 11 | The target suddenly is coated with loudly colored make-up. NE |
| 12 | The target suddenly regains 1D6 wounds. |
| 13 | A fireball streaks from the Gypsies hands, causing 1D6 damage with no modifiers for T or Arm. |
| 14 | The target goes wild and gains double attacks, but falls to the ground prone for the rest of the turn if any of the To Hit rolls ar a natural 1. |
| 15 | The target shoes/feet/paws turn to stone. It loses half it's movement. |
| 16 | A mist suddenly begins rolling out of the target's nose, filling the room. All models are at -1 to be hit. |
| 21 | A bird appears on the target's shoulder, then flies away. NE |
| 22 | A fairy appears and flies around the room. All models heal D3 wounds |
| 23 | A heatwave rolls through the room, causing D3 damage with no modifiers for anything to all models in the room. |
| 24 | The target is covered by a magical shield. Can only be hit on a 5 or 6 To Hit. |
| 25 | The target suddenly starts moving in slow motion, and is at +1 to be hit. |
| 26 | All models get the song "Row, row, row your boat" stuck in their heads, and can't resist singing.while fighting. NE |
| 31 | The target's skin changes to a rainbow of colors NE |
| 32 | The target's foot lights aflame, causing D3 damage with no modifiers for Toughness or armor. |
| 33 | The target suddenly starts talking like a parrot. NE |
| 34 | A magic sword appears in the target's hand. This sword ignores armor, and on a 6 does 2 extra wounds. |
| 35 | Feathers rain down from the sky onto the target. It is so confused, it may do nothing this turn unless it passes an Init. test. |
| 36 | Lightning streaks out from the casters hand, striking the target. Causes 1D6 damage with no modifiers for Toughness or Armor |
| 41 | A large dictionary falls on the target's head, causing 2D6 damage modified. |
| 42 | The target falls in love with the caster and must protect her each turn unless a WP test is passed. |
| 43 | The target's teeth grow into huge fangs. The target gains an extra attack at -1 to hit and +2 strength. |
| 44 | The target's muscles grow. It gains +2 strength. |
| 45 | The target becomes lightning quick, and gains 1 attack. |
| 46 | The target gains Tomb Rot (1D3). Does not effect the target, only other models. |
| 51 | The floor of the room becomes muddy. All models lose 2 movement. |
| 52 | Marbles rain from the ceiling. Each turn, roll 1D6 for each model. On 1, it falls prone for the turn. |
| 53 | A Chaos Beastman appears next to the target and attacks immediatly. |
| 54 | The target will automatic dodge the next blow. |
| 55 | The target's sword becomes magical and ignores armor. It may also parry blows on 6+ |
| 56 | The lights in the room go out for a moment. They then relight, and all of the models in the room are in new random locations. |
| 61 | The target's shoes become fuzzy bunny slippers. NE |
| 62 | The target now regenerates 1 wound per round. |
| 63 | The target's face now becomes that of a pig. |
| 64 | The target's tongue grows 3 feet, causing it to attack at -1. |
| 65 | D6 magic darts appear in mid-air and fly towards the target. Each hit on 5+, at Str 2. |
| 66 | All models in the room begin sneezing. At the beginning of each turn, on 1-3, it may do nothing. |
Level 2 Miscasts
| 11 | One of the target attacks automaticaly hit each turn. |
| 12 | A dozen flowers appear in the target's hand. NE |
| 13 | The target's weapon become a giant feather. If magical, only on 4-6. |
| 14 | A white light hits the target, healing 1D6 wounds |
| 15 | The target suddenly becomes the most beautiful of it's race. |
| 16 | 2D6 fish begin floating around the room, fully alive, as if swimming through imaginary water. NE |
| 21 | The target can now breath fire on an adjacent target for 1D6 damage (NMFT.OrArm) once per turn |
| 22 | The target gets shocked by electricity, taking 2D6 damage unmodified. |
| 23 | A magical sword appears and stabs the target, causing 3D6 damageMod. |
| 24 | A wind picks up in the room, and all BS rolls are at -2. |
| 25 | A claw appears and scratches all models, causing 1D6 damage unmodified. |
| 26 | The target turns to lime green jello and falls over. (Will reappear after the spell is voided, unless every bite of jello is eaten. That would take 2D6+2 full turns of eating. Will take 5D6+10 turns if the monster is a Large Monster) |
| 31 | A pit trap opens under the target, causing 2D6+4 damage modified. |
| 32 | The target becomes weak and fraile. -2 Strength. |
| 33 | Magic Armor appears on the target. It gains 2 points of armor. |
| 34 | The target becomes worth double gold. (If a warrior, all monsters will choose to attack him over any other warrior if possible) |
| 35 | No magic may be cast by the target for a turn, as his lips are glued shut. |
| 36 | The target shrinks to 1 cm. (Remove the model from the board, and replace when the Magic Phase is a 1, less stepped on. Warrior must spend his turn "Stomping" on that square, and the target is killed on a 6) No effect on large monsters. |
| 41 | Confetti, streamers, and baloons fall from the ceiling... NE |
| 42 | The target begins to speak the language of monkeys. NE |
| 43 | A rope appears around the target's neck, but does nothing. NE |
| 44 | The target becomes covered in spider webs. Can't move until a Str. 7 test is passed. |
| 45 | All models become barbarians and gain 2 strength while losing 1initiative. |
| 46 | All models on the board glow in the dark a wild pink color, lighting a 2x2 area. |
| 51 | All doors in the room slam shut and lock |
| 52 | The target can now dodge on 6+ |
| 53 | The target now ignores 2 points of damage per set of damage inflicted |
| 54 | The target is struck by a flying brick. Causes 3D6 damage modified. |
| 55 | The target grows angel wings, and can now fly 1D6+2 squares per turn. |
| 56 | The target grows two extra arms. Each can attack at -1 to hit, and -2 str. |
| 61 | The target drops one item it is carrying. |
| 62 | The target begins to levitate, and can only move up and down. |
| 63 | A snotling rock band appears in the corner and begins to play. (4 models 2x2) |
| 64 | A comical looking heart appears and strikes the target. It heals 1D6+3 wounds. |
| 65 | The target becomes ambidexterous, and gains an extra attack. |
| 66 | The target nose falls off, and plops onto the ground. No damage is caused. NE |
Level 3 Miscasts
| 11 | The metal on all models begin to heat up, causing 1D6 NMFA for each point of armor worn. |
| 12 | The target falls to the ground laughing and may do nothing except get up. For the turn, the target is at +1 to be hit. |
| 13 | A black cat walks out of the shadows and stares at the caster... NE |
| 14 | The target glows blue, and regains 3D6 wounds. |
| 15 | A pillar of flames engulfs the target. It immediatly takes 4D6 damage NMBArm. |
| 16 | The target's legs turn to wood and become rooted to the floor. It may not move, and is at +1 to be hit. |
| 21 | The target grows in size. +2 Strength, +2 Toughness, +2D6 Wounds |
| 22 | The target's skin becomes tough as stone. +4 Toughness |
| 23 | The target turns green and becomes quick and intelligent. +3 Init, +2 WP, +1 Attack |
| 24 | All damage done from any model heals instead of hurting. All healing done by any model hurts instead of healing. |
| 25 | The target vanishes from sight, and won't be seen again until the Magic Phase is a 1. |
| 26 | All models in the room begin coughing bubbles out of their mouth. NE |
| 31 | The target's ears double in size |
| 32 | The target's eyes fall out of their sockets. It is at -4 to hit. |
| 33 | The target becomes polka-dotted, loses all of it's gold value. |
| 34 | A magic sword appears in the target's hand. +1 to Hit, +1 DD |
| 35 | The target becomes black. While the target is on the board, and all natural 6's must be rerolled. |
| 36 | The targets mouth becomes magically sewn up. GM |
| 41 | The target becomes more youthful. On 1-5, the target permanently gains 1 starting wound. On 6, it loses 1 point of either Str, T, WP, Init, WS, or BS permanently. |
| 42 | A snake appears on the target's arm, and aids him in combat. +1 attack, +2 Strength, + Poison |
| 43 | A snake appears on the target's arm, and bites him, causing 2D6+4 Damage Modified. Attack is poisonous |
| 44 | The target's flesh falls all, making him a living skeleton. GM |
| 45 | The target's weapon shrinks to dagger size, causing 2 points less of damage |
| 46 | A bowling ball rolls towards the target. On a 5 or 6, it knocks the target prone and moves on to the model behind the target, until hitting a wall |
| 51 | The entire room goes ablaze. All models take 2D6 damage with no modifiers for anything. |
| 52 | The target becomes one big hairball. +1 armor, -2 movement, -1 Strength |
| 53 | All of the doors close, and the room begins to fill wwith water. 1 inch per 16 squares per turn. GM |
| 54 | All doors in the room disappear. |
| 55 | The target's arms disappear, leaving only little stubs. GM |
| 56 | The target's hair falls out. NE |
| 61 | The target farts. All adjacent models take 1D6 damage with no modifiers for anything. (If an open flame is adjacent, the room explodes and all models take 3D6 damage with no modifiers for armor. If the flame is shielded, the room explodes on 1-3 on D6) |
| 62 | The target's left leg disappears. It takes 1D6 damage NMFA damage for falling to the ground. |
| 63 | A giant Pac-Man appears in the room. Str 5, T 1, WS 4, A 1,DD 5, W 20 Gold 0 (Pac-Man will attack any adjacent target, especially ghosts and wraiths) |
| 64 | The target's weapon becomes enchanted with roses. +2 Attacks |
| 65 | The target is branded with wild tatoos, and may now Frenzy on 4+ |
| 66 | The faces of all models in the room freeze in their current formation. GM |
Level 4 Miscasts
| 11 | The metal on all models begin to heat up, causing 1D6 NMFA for each point of armor worn. |
| 12 | The target falls to the ground laughing and may do nothing except get up. For the turn, the target is at +1 to be hit. |
| 13 | A black cat walks out of the shadows and stares at the caster... NE |
| 14 | The target glows blue, and regains 3D6 wounds. |
| 15 | A pillar of flames engulfs the target. It immediatly takes 4D6 damage NMBArm. |
| 16 | The target's legs turn to wood and become rooted to the floor. It may not move, and is at +1 to be hit. |
| 21 | The target grows in size. +2 Strength, +2 Toughness, +2D6 Wounds |
| 22 | The target's skin becomes tough as stone. +4 Toughness |
| 23 | The target turns green and becomes quick and intelligent. +3 Init, +2 WP, +1 Attack. |
| 24 | All damage done from any model heals instead of hurting. All healing done by any model hurts instead of healing. |
| 25 | The target vanishes from sight, and won't be seen again until the Magic Phase is a 1. |
| 26 | All models in the room begin coughing bubbles out of their mouth. NE |
| 31 | The target's ears double in size. |
| 32 | The target's eyes fall out of their sockets. It is at -4 to hit. |
| 33 | The target becomes polka-dotted, loses all of it's gold value. |
| 34 | A magic sword appears in the target's hand. +1 to Hit, +1 DD |
| 35 | The target becomes black. While the target is on the board, and all natural 6's must be rerolled. |
| 36 | The targets mouth becomes magically sewn up. GM |
| 41 | The target becomes more youthful. On 1-5, the target permanently gains 1 starting wound. On 6, it loses 1 point of either Str, T, WP, Init, WS, or BS permanently. |
| 42 | A snake appears on the target's arm, and aids him in combat. +1attack, +2 Strength, + Poison |
| 43 | A snake appears on the target's arm, and bites him, causing 2D6+4 Damage Modified. Attack is poisonous. |
| 44 | The target's flesh falls all, making him a living skeleton. GM |
| 45 | The target's weapon shrinks to dagger size, causing 2 points less of damage. |
| 46 | A bowling ball rolls towards the target. On a 5 or 6, it knocks the target prone and moves on to the model behind the target, until hitting a wall. |
| 51 | The entire room goes ablaze. All models take 2D6 damage with no modifiers for anything. |
| 52 | The target becomes one big hairball. +1 armor, -2 movement, -1 Strength |
| 53 | All of the doors close, and the room begins to fill wwith water. 1 inch per 16 squares per turn. GM |
| 54 | All doors in the room disappear. |
| 55 | The target's arms disappear, leaving only little stubs. GM |
| 56 | The target's hair falls out. NE |
| 61 | The target farts. All adjacent models take 1D6 damage with no modifiers for anything. (If an open flame is adjacent, the room explodes and all models take 3D6 damage with no modifiers for armor. If the flame is shielded, the room explodes on 1-3 on D6) |
| 62 | The target's left leg disappears. It takes 1D6 damage NMFA damage for falling to the ground. |
| 63 | A giant Pac-Man appears in the room. Str 5, T 1, WS 4, A 1,DD 5, W20 Gold 0 (Pac-Man will attack any adjacent target, especially ghosts and wraiths) |
| 64 | The target's weapon becomes enchanted with roses. +2 Attacks |
| 65 | The target is branded with wild tatoos, and may now Frenzy on 4+ |
| 66 | The faces of all models in the room freeze in their current formation. GM |