Magic Items

1. Magic Pills (all your players gain +1 MA for one drive)

2. Grasping Tentacles of Atlantson (dodging opponent automatically fails)

3. Hawkfing's Curse (opposing player 'going for it' automatically falls over)

4. Kelhoffer's Magic Foot (place the ball for a kick off, no scatter)

5. Lurve Potion (when opposing player is within 4 squares of sideline, he dahes off the field into the crowd)

6. Mind Blow (opposing player is immobilized until the end of the turn. His ST is halved against blocks)

7. Magic Potion (give potion to player, roll d6 1=no effect; 2-3=+1 AG; 4-5=+1 ST; 6=player may take 2 actions per turn)

8. Magic Helmet (permanently adds +1 AV to selected player; max +2 total or 10)

9. Extra Training (one extra reroll or buy new team reroll at normal price at begging of game)

10. Extra Training

11. Eye of the Eagle (one pass is automatically successful)

12. Healing Scroll (just happened injury is negated and player is left face-up)

13. Healing Scroll

14. Healing Scroll

15. Magic Sponge (all KO'd and badly hurt players are placed in the reserves box)

16. Magic Sponge

17. Knutt's Spell of Awesome Strength (your player gains +d6 ST for one turn)

18. Unseen Shield (pass is stopped in flight on nominated square along route, may be caught or bounces 1 square)

19. Rakarth's Bounding Leap (player may jump 3 squares in addition to normal movement)

20. Scutt's Deluge of Despair (all opposing players halve their MA until end of turn)

21. Rakarth's Obliteration Spell (your blocking player automatically knocks opponent over)

22. Time Warp (player may take two consecutive actions)

23. The Secret Way (player teleports up to d6 squares away as a free action)

24. Magic Hand of Jark Longarm (player automatically succeeds in an interception)

25. Rakarth's Spell of Petty Spite (opposing player must miss each drive on a roll of 4+, on a 1-3 he may play as normal)

26. Speed of Light (player gains +d6 MA for the turn. play before moving the player)

27. Labbatt's Flying Fist (opposing player is hit with a ST 10 block with mighty blow)

28. Dispel Magic (cancels the effect of your opponent's Magic Item)

29. Magic Spear (gives a chosen player +1 ST for the game, OR if given to player with previous Magic Helmet, allows the player to cast a special Zap! spell each turn as his action to change an opponent into a wabbit, or to shoot lightning bolts (as normal pass to hit) at all wabbits on the field, which if hit knock over wabbit with Mighty Blow. Player must accompany Zap or Bolt actions with appropriate Bugs Bunny verses, or else be called for illegal procedure)

30. Dispel Magic (renders opponent's Wizard inoperable for the game)

31. Healing Scroll

32. Weather Control (play at any kickoff, and choose the weather, which remains active for 1 drive if in a domed stadium or if inappropriate to climate, or unitl changed naturally by kick off event)

33. Extra Training

34. Elven Cloak (play after failed dodge roll, the player is wearing a magic elven cloak of stealth, and may reroll the dodge die, remember a single die may only be rerolled once total)

35. Magic Chainsaw (play any time, chosen player uses a scroll to conjure up an already-running chainsaw, which he may use for the rest of the game.  The chainsaw can turn invisible as well, so there is no penalty roll)

36. Holy Symbol (play after injuring an undead, or when injured, the holy symbol prevents the undead player from regenerating, or allows the player to reroll an injury)

37. Cure Light Wounds (play when player is KO'd, player is stunned instead)

38. Gauntlets of Ogre Strength (play at the start of the match, chosen player gains ST 5 (if lower), mighty blow, thick skull, and bone-head for the game)

39. Boots of Leaping (play at the start of the match, chosen player gains leap skill for the game)

40. Lucky Charm (play any time, chosen player may use the lucky charm to reroll any dice)

41. Dispel Magic (cancels opponent's Magic Item)

42. Dispel Magic (cancel's opponent's Wizard)

43. Healing Scroll

44. Freeze! (play any time during opponent's turn, you may freeze one player, who will not be able to perform or take part in any action for the turn, including free actions)

45. Invisibility (play any time, selected player becomes invisible, and may not be blocked or tackled for the turn)

46. Vampiric Charm (play any time, chosen opposing player is hypnotized, and loses his tackle zone for the turn)

47. Lightning Bolt (play any time, as Wizard power)

48. Fireball (play any time, as Wizard power)

49. Zap! (play any time, as Wizard power)

50. Magic Sponge

51. Speed of Light

52. Knutt's Spell of Awesome Strength

53. Extra Training

54. Reincarnation: (play immediately after player is killed)... dead player may be immediately replaced by a standard lineman of the team's basic race.....

55. Lycanthropy Scroll: (play at the start of a drive) you may cause a Werewolf on the opposing team to automatically Revert for the drive, or cancel a Revert on your own team...or, you may cast a lycanthropy spell on any player on your team, giving the player Razor Sharp Claws and Wild Animal for the drive.

56. Magic Pills

57. Zap!

58. Minimize (play at the start of a player's move)... player shrinks down to 1/2 size, he retains full movement, but gains the dodge and stunty skills until his next move.

59. Homing Beacon : You have gotten a special spell that when activated will transport a randomly selected player to a square adjacent to the ball carrier.  Roll to see which player of your team is selected.

60. Smart Cap : You find a special hat that when placed on a player with a negative skill allows then to ignore the skill for the course of the game.

61. Magic Gloves : While shopping for new equipment one player has mistakenly purchased a pair of magic gloves.  Select a player at the start of the match.  During the match he gains a +1 modifier for picking up and catching the ball, and once in the match if he is within three squares of the intended reciever of the ball he can use the gloves, and the pass will veer off and head for him instead!

62. Transferrance : You have recieved a scroll from a fan who was incredibly dissappointed in the death of his favorite player.  Once during the match you can take the result of an injury and tranfer it to an adjacent player on the pitch from the either team, but not the player causing the injury.

63. Flatulant Blast : One of your players has been chowing down on magic beans for the game, and at the beginning of any players turn lets loose with a vile expulsion of gas, all players adjacent to him must move one square away at the choice of the controlling coach.  Roll off a D6 for any conflicts in the choice of square for opposing coaches.

64. Magic Jumping Beans : On a trip to Lustria, you purchased a jar of magic beans.  At the start of a drive, you have stitched the beans into the ball.  For the rest of the drive the ball bounces not once, but three squares when it falls to the ground.  In addition, if the ball is left on the pitch, it will jump three squares at the end of each players turn.  After the drive the ref gets rid of the ball and replaces it with a regular one.

65. Eshinite Boots : You have purchased a pair of special magic boots.  Select a player at the beginning of the game and that players movement is increased temporarily by a D3 per turn.

66. Claryvoiance : Before the match, a selected player from your team has insight about a specific skill his position can attain.  Roll a skill for that player in the standard manner and place it in his player box in parenthesis.  That player gains use of this skill for the match.  Also, if the player amasses enough star player points to gain a skill, they can choose to keep the temporary skill or roll for a different one.

67. Boots of Agility : Your coach is givin a pair of old boots from a long deceased star player.  He notices that you are short of equipment at the beginning of the match.  He gives the boots to the player of your choice as a replacement.  And lo and behold, the boots are magic.  For the course of the match the player makes all dodge rolls applicable as if they had a 5 agility.  After the match the boots fall apart and are destroyed.

68. Magic Suntan Lotion of Althazaar : You purchased this magic lotion from a rather unscrupulous magician.  Unfortunately it is not completely tested.  And a little unstable.  For the course of the match, whenever a player blocks you, roll a D6 for the following result.   1 - Add 1 dice in favor of the player making the block. 2-4 No effect.  5-6 Add one dice in favor of the person being blocked.  (i.e. If the opponent was going to have 2 dice his pick, and you roll a 6, then the block will be used as 2 dice your pick.)

69. Magic Brew : You have purchased a special potion that your team has slipped into the drinks at the stadium, for the remainder of the match you gain a +D6 for any fan factor rolls.

70. Jordan’s Illusionary Cloak : You have found a cloak that was apparently magical in nature.  If during the course of the match a player is pushed off of the pitch, play the card and then the player does not make any injury roll, and just goes directly to the dugout.  After that, it is just a nifty cloak.

71. Healing Scroll

72. Sigmars magic throw : You recieve a spell that once in the game allows your passer to throw the ball to any square on the pitch as if it were a long bomb.

73. Mind Trick : You have received a magic powder that any player can throw into the eyes of an opponent before he throws a block, he is required to roll a D6, as if it were a sideline scatter, and he will throw the block in the square rolled.  If there is no player in the square the player falls prone, no armor roll neccessary.

74. Mad Dog Chateaux : You recieved a special brew that everyone on the team consumes before the match.  Once during the match, one player that reacts especially well to the wine, will, after being knocked over or is fouled, automatically makes the roll, and then stands up in defiance of the perpatrator of the foul or block.

75. Fireball

76. Magic Sponge

77. Magic Cup : Player wears a special cup that automatically makes an armor roll on a foul once during the game.

78. Extra Training

79. Gauntlets of Ogre Strength

80. Ego Blast : You convince a wizard to caste a spell on your opposing team, Roll a random player on the opposing team at the start of the match, and that player must play as if they have the skill bonehead...because they feel so unsure of themselves due to the blast to their ego.

81. Amulet of the Stud! You recieve an amulet from a wizard that will infuse its wearer with new power.  Nominate a player to wear the amulet and he recieves the pro skill for the game.

82. The Big Switch : If you lose a Pitch Invasion or Throw A Rock events, you may...once during the game...have a fan wizard in the stands cast a spell that gives the illusion of the teams changing places...therefore the result of the event is switched.  I.E. You automatically win the event.

83. Da Big Blast : You get an old orcish relic that will cause your opponent to fail one armor roll during the game with no applicable re-rolls.

84. Lighting Bolt

85. Obliteration Spell

86. Orcish Hiking Boots : Give to one player at the beginning of the match and during the match he may move over a player at the cost of two movement points instead of one, but still must make any applicable dodge rolls, with a +1 modifier for the dodge roll.

87. The Ugly Stick : You gain a magic stick, that once during the match you may nominate a player of your team to hit with the stick, and he gains the Foul Appearance skill for the drive.
 
88. Kelhoffer's Magic Foot (place the ball for a kick off, no scatter)

89. Lucky Charm (play any time, chosen player may use the lucky charm to reroll any dice).

90. Chaos Charm : You find a special Chaos amulet.  At the start of the match, nominate a player on your team and roll on the physical mutation table.  The player gains the benefit of that mutation for the game.  After the game he reverts back to normal and the amulet is then rendered useless.

91. Magic Therapist : You have a therapist that will work on one of your players who has suffered from niggeling injurys.  He will automatically pass his niggeling injury roll(s) and be available for the match.  Pick a player before you roll for his injury at the start of the match.

92. Magic Glasses : You recieve a pair of magic glasses.  Give them to a player at the start of the match.  That player gains the skill nerves of steel and pass for the game.

93. Healing Scroll

94. Dispel Magic (counteracts wizard)

95. Dispel Magic (counteracts magic item)

96. Scroll of Seeing : You can use this magic item at the start of the match, and your opponent must show you his cards for the match.  He can use them with no penalty.

97. Sigmars Sermon : One of your players reads from Sigmar's Sermon at the start of the match.  Both teams and the crowd is so moved by the message, that during the match...Players will only foul half the time and the crowd will only attack during the kickoff events of Throw a rock and Pitch Invasion half the time.  Whenever a player fouls, roll a D6, on a 1-3 he cannot bring himself to do it, and does not foul.  This still counts as the fouling action.  Same applies for the throw a rock.  On a pitch invasion, roll a D3 instead of a D6.

98. Gauntlets of Ogre Strength (5 Str, Mighty Blow for the match)

99. Spell of Heavy Burden : Play when opponent throws a pass.  The ball transforms to an extremely heavy material.  Instead of rolling for the catch, the ball blocks the reciever with a Str of 4 and Mighty blow.  If the reciever wins for the block die roll (reciever is not knocked over) he may roll to catch as normal.  Otherwise he is knocked down and makes necessary rolls and the ball scatters.  The card can be used to foil an interception as well.  After the pass, the ball returns to normal.

100. BONUS! Roll for the following results:
        1-2: Get an extra magic item free, roll on table for both.
        3-4: Roll two different cards and pick the one you want.
        5-6: Roll for a magic item and pick it or the +1/-1 card on the table.
 
 


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