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Deadlands - Doomtown:RangeWars - Ghost Creek

~ Spell Spoiler ... soon to be ... listed Alphabetically by Type (Hex / Miracle / Spirit) ~

Note: Some of these Ghost Creek spells are also in the original RangeWars set.

Hex - Huckster's Yellow Fistful o Cards
Flat Name Disk Text
GC 65 Backfire J+ Target one enemy R shooter within 6". Toss a number and type of bullets equal to the target's Shootin' and place all those that hit on the target.
GC 13 Black Lightin' 8+ Jolt (2) one target Dude within 6".
GC 11/22/64 Bulletproof 10+ Target one friendly Dude within 6". This Dude is immune to shootin' this round, but receives -2 P (to a minimum of zero). Place this Spell card on the target to remember the effect.
GC 65 Haywire 8+ Target one Gadget within 6". Thi target's controller must toss Jokers equal to the target's Gadget raiting. the target is aced if all Jokers come up "dead."
GC 42/59 Kentucky Windage 8+ Target one friendly Lucky Shot Dude wihtin 6". this Dude only tosses one Joker for Lucky Shoot for the res of the round. Place this Spell card on the target to remember the effect.
GC 64 Missed Me! Target one Dude within 12". For the rest of the round, anyone shooting at this Dude automatically misses. Place this Spell card on the target to remember the effect.
GC 11/16/28/62 Penetratin' Gaze 5+ Target one friendly Dude within 6"/ this Dude has LOS to all other Dudes in range for the rest of the round. Place this Spell card on the target to remember the effect.
GC 13/28/62 Poltergeist 8+ Toss up to five Jokers. the caster and all Dudes within 12" and LOS, receive a Jolt equal to the number of Jokers that come up dead.
GC 14 Rapid Fire J+ Target one Dude within 6". that Dude receives +3 Shootin' for the rest of the round. Place the Spell card on the target to remember the effect.

Miracles - Blessed's Red Cross
Flat Name

Disk Text
GC 13/28/62 Gluttony 3+. 10+ Target one enemy Dude within 12". this Dude is a Big'Un for the rest of the round. Place the Spell card on the target to remember the effect.
GC 14/64 Mighty Fortress 7+, 10+ Target one Building within 6". Outdoor Dudes may not shoot at Dudes inside this Building for the rest of the round. Place this Spell card on the target to remember the effect.
GC 14/52/62 Marty's Mirror 5+, 10+ Target one friendly Dude within 6". If this Dude receives damage from shootin' or brawlin' this round, and equal number of damage is given to the Dude who damages the target. Place this Spell card on the target to remember the effect.
GC11 Protection 3+, 8+ No Unearthly Dudes may move within 6" of the caster, nor may they cast Spells at, use SA on, or shoot at the caster. Unearthly Dudes inside the circle when the Spell is cast are unaffected unless they leave the circle. Place the Spell card on the target to remember the effect.
GC 13/16/28/65 Sanctuary 3+. 8+ Target one friendly UR Dude within 6". No dudes may pin of fly over this Dude this round. Place the Spell card on the target to remember the effect.
GC 11/25/42/64 The Calling 9+, 10+ Choose one Dude from your Gang Stack. Bring this Dude into play pinning the caster.
GC 65 Veil 3+, 7+ Place tokens on up to two enemy Dudes within 12". these Dudes have theri Shootin' ranges halved for the rest of the round.

Spirit - Shaman's Blue Thunderbird
Flat Name

Disk Text
GC 28 Back To Nature 3+, 5+, 10+ All Gadgets within 6" of the caster have their Gadget rating reduced by two (to a minimum of one) for the rest of the round. Place the Spell card on the target to remember the effect.
GC 11/28/64 Hinder 5+, 7+, 10+ Target one enemy Dude within 12". This Dude has zero BR and zero S for the rest of the round. Place the Spell card on the target to remember the effect.
GC 22/65 Puppet 5+, 10+, J+ Target one enemy R Dude within 12". This Dude is under your control for the rest of the round. Place this Spell card on the target to remember the effect.
CG14/62 Resurrection 4+, 10+ J+ Choose one friendly Dude that has been aced. Bring this Dude back into play, pinning the Caster, then remove this Spell card from the game.
GC 13 Shadow Man 5+, 8+, J+ Target one dude within 6". For the res of the round, no Dudes may shoot at or brawl the target. The spell is broken if the target brawls or shoots. Place the Spell card on the target to remembre the effect.
GC 25 Spirit of the Wolf 4+. 10+, J+ Target up to three Dudes within 6". For the rest of the round, those dudes receive +4 Pace. May not be cast on Dudes with the Gadget trait.
GC 62 Spirit Warrior 4+, 10+, J+ Target one dude within 6". For the rest of the round, theat Dude receives +5 Brawlin'. Place the Spell card on the target to remembre the effect.
CG 14/52/59 Tin Man 3+, 5+, 7+ Target one enemy Dude within 12". This Dude is a Gadget (2) for the rest of the round. Place this Spell card on the target to remember the effect.
GC 11/65 Turmoil 5+, 7+, 10+ Name a Card. All R Dudes with that Card have there Card discarded, and are now UR.

TM and Copyright 2000 Fantasy Flight Publishing Incorporated, all rights reserved.

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