Team Wizards
There are now a number of different types of
team wizard available, with different races able to select from a
given number... (only one wizard per team still, of course). The
wizards generally conform to the magic college system, with a few
standardized and race-specific exeptions.
Celestial Wizard
This is the 'standard' Blood Bowl wizard, the
only change is the application of the Lightning Bolt spell. The
wizard spell Lightning Bolt may only be cast directly out of a
coache's own end zone. Cost: 150k
Slaver Wizard
The Slann wizard can be used one of three ways once during a
match.
- It can be used to turn an opposing player to the opposite
team (like a 'duh where am I?' card), roll to hit as a
Frog spell, if it scatters onto a Slann player the player
is placed in the KO box.
- If the Slann team kills any player, the Wizard may be
used to turn the 'killed' result into 'KO'd and captured
into slavery'. The player suffers a serious injury (roll
as normal) then becomes an Ally on the Slann team (costs
nothing, tho for team rating purposes his cost is normal,
all other ally penalties apply).
- If the Slann coach rolls a '1' for one of his slaves
escaping, he may use the wizard for the game to negate it
(only good for one escaping slave per game)
Cost: 100k
Grey Wizard
Theese are the masters of the forces of nature and weather.
Once each game, a Grey Wizard may do one of three things:
- He may choose the weather type for a single drive
- He may give his team immunity to the effects of weather
for a single drive.
- He may cast a Lightning Bolt spell, just like the
Celestial Wizard spell.
Note 1 and 2 must be declared before kick-off
event, as a natural change in weather could render either
useless. Cost: 150k
Necromancer This
is the same as in Death Zone, exept that if on a non-Undead team,
it allows the team to purchase (or create) Undead allies, with
restrictions of 1/2 normal team list (a mixed race undead team
requires this, and does not count undead as allies). Cost: 80k (free for Undead teams)
Alchemist
As in Death Zone Cost: 150k
Master Chef
As in Death Zone Cost: 150k
Demonologist
Theese wizards specialize in summoning, controlling, and
battling Demons. Once per game a Demonologist can do one of a
number of things:
- He may be used as an apothecary on any dispelled demon on
his team.
- He may attempt to banish a demon on an opposing team, the
targeted demon rolls injury at +1
- He may try to summon a demon before a game. This demon
costs nothing, and leaves at the end of the game. This
demon ignores team list restrictions.
Roll a d6:
1: The powers of Chaos consume the wizard. Remove him from the
roster.
2-3: No effect
4-5: Summons minor Demon
6: Summons Greater Demon
A demonologist must choose a chaos power when
bought (and must conform to the chosen chaos power of his team if
on a chaos team). Chaos teams do not need a demonologist in order
to buy demon allies, any wizard will do. Cost:
80k
Illusionist
An illusionist is a master of deception and control of the
senses. An illusionist may do one of 3 things once per game:
- He may turn a player on his team invisible for 1 turn,
this player may ignore tackle zones, and cannot be
blocked or targeted in any way, but the player must roll
a d6, on a 1 he doesn't get the hang of not being able to
see his own body and trips himself up, place the player
prone and roll armour and such.
- He may distort an opposing player's perception of the
field. When a player declares an action, roll a d6
- 1-2: no effect
- 3-4: the player is confused as the illusionist
warps his perceptions, roll scatter once every
point of MA the player possesses, any dodges are
made at -1, and if the player moves into another
player on a non-blitz he is automatically knocked
down. (on a blitz he makes a block on the 1st
player he runs into with no assists for either
side)
- 5-6: the wizard's coach controlls the player for
the action, and may direct him in any way he
likes, tho he still has to perform said action.
(i.e. if a block, the player has to block, but
can do so to any adjacent player of either team,
at the wizard's choice)
- He may set up an illusionary player for a kick off. When
his team kicks off, during the opponent's turn, he may at
any time remove any player that has not been blocked (tho
a player about to be blocked is fine). Roll a d6 to
determine where the player actually is.
- 1. The player is grabbing some concessions from
the stands. When the spell wears off, the fans
beat him senseless. Make an injury roll for the
player as if he was pushed into the crowd.
- 2. The player is in the reserves box.
- 3-4. Nominate any square on the player's half of
the field, and roll scatter 3 times. If he ends
up on another player, roll scatter again from
there until he appears on an empty square.
- 5. Place the player anywhere on his half of the
pitch.
- 6: Place the player anywhere on the field.
Cost: 120k
Plague Monk
A plague monk may do one of 3 things per game.
- He may try to strike down a player on the opposing team
with disease at any time. The player is targeted as in
the zap spell, if target (or anyone else) is hit, roll
injury +1, and apply the disease ridden skill rules.
- He may attempt to poison the opposing team's water trough
before any kickoff. Roll a d6 for every available player,
on a 5-6 they are struck ill and are placed in the KO'd
box (roll for recovery AFTER the drive).
- He may try to imbue his team with disease, giving the
whole team the Disease-Ridden mutation for a drive. Roll
a d6 for each player available, on a 1 the player
succumbs to the disease themselves and must miss the
drive. Any other number results in the player gaining the
Disease-Ridden mutation for one drive.
Cost: 150k
Elementalist
An elementalist may call upon one of the powers of the
elements once each half. Choose the element and roll a d6 before
a kickoff
- AIR:
- 1: Nothing.
- 2-3: D3 players may be given the temporary skill
Sprint for the next drive.
- 4-5: Everyone on the team gains the temporary
skill Pass for the next drive.
- 6: The coach may 'fix' any one die roll involving
a pass (be it the pass itself, catch, or scatter)
during the half.
- EARTH:
- 1:Nothing.
- 2-3: D3 players get a +1 AV for the next drive
- 4-5: D6 players get the temporary skill Stand
Firm for the next drive.
- 6: All players on the team ignore any armour roll
modifiers for the next drive.
- WATER:
- 1: Nothing.
- 2-3: D3 players get the temporary effects of the
Stunty mutation for the next drive
- 4-5: D3 players get the temporary skill Dodge for
the next drive
- 6: The whole team gets the temporary effects of
the Stunty mutation for the next drive.
- FIRE:
- 1: Nothing.
- 2-3: D3 players get the temporary skill Mighty
Blow for the next drive
- 4-5: The wizard may cast _a_ Fireball spell any
time during the half.
- 6: The wizard may cast a Fireball spell any time
during the half, with a +1 modifier on all AG
rolls.
Chaos Teams with an elementalist, must roll a d6 when they
decide to use him.
- Roll under element of AIR.
- Roll under element of EARTH.
- Roll under element of WATER.
- Roll under element of FIRE.
- Coach may choose element to roll under
- Coach may choose element to roll under.
Cost: 120k
Shaman
The Shaman may do one of 3 things once per game:
- He may act as Witch Doctor, being an extra apothecary,
tho his healing fails on a 1-2.
- He may try and make a Voodoo doll of an opposing player,
thus affecting his ability on the field. Roll a d6:
- The shaman screws up, and uses his own player's
hair, roll a random player on his own team, and
roll again to see the effects, rerolling further
1's.
- The doll looks pretty, but is useless.
- The doll is ineffectual, but a fan of the player
buys it for 10K.
- The Shaman's coach gets a free reroll he can use
to reroll any roll the targeted player makes, or
to cancel any reroll that player makes (like the
'spy' Dirty Trick)
- The Shaman coach gets a d6+1 rerolls to use
against the player, and can use more than one
reroll for a single action (he can use a full 7
for a single action if he really wants to!)
except on injury rolls, where he can only use one
per injury.
- The player is so stricken with pain, he cannot
participate in the match.
- He may commune with the spirits before the game, for
favors and premonitions. Roll a d6:
- 1: He has a vision of doom! sensing his team has
no hope of victory, and is facing certain death
at the hands of the opponents, he
(unsuccessfully) begs the head coach to forfiet
the match. The players are so unnerved by the
shaman's vision that their minds are not on the
game itself, but just surviving... the team may
not use it's regular team rerolls for the game.
- 2: The shaman is given visions of pretty colors,
and (unsuccesfully) tries to convince the head
coach to change the team colors to neon blue and
pink.
- 3-4:The shaman is given snippets of the future,
allowing the team to better plan for the game,
the team gains an extra d3 rerolls each half.
- 5: The shaman is shown much, before the start of
the game, right after both players draw their
special play cards, the shaman's team may redraw
any one card for themselves, OR may negate any
one of his opponent's special play cards during
(or before/after) the match.
- 6: The shaman is shown that a certian player on
his team has a great destiny! Roll which player
randomly. That player is given an appropiate
confidence boost, and may be given a bonus MVP
before the match starts, and may roll for a skill
if eligible.
If possible (third party present) the opposing
coach should NOT know how effective the doll is, or even if it
was made until it affects the player.
Cost: 100k
High Mage
The High mage can cast one of 3 spells per game
1. Ressurection: cast just before
setup...may re-animate any player killed (on either team) for a
drive, and play them on his team. Player returns to the
afterlife after the drive.
2. Banishment: May negate any use of an
opposing Wizard on a 3+ on a d6, or on a 2+ cause an injury roll
on any Undead or Daemon player.
3. Glamour of Teclis: May target any
model on field...player must roll a 4+ after declaring action, or
the High Mage will control him for the action (may make different
action, but may only pass or blitz if that was the original
action attempted).. lasts for the drive.
Cost: 100k
Dark Mage
A Dark Mage may cast one of 3 spells during a
game.
1. Power of Chaos: Wizard rolls a d6, on
a 4+, player may draw (roll) 1d3 Random Events. On a 1,
wizard is sucked into the Realm of Chaos and removed from the
roster. On a 2 or 3 nothing happens.
2. Dark Lightning: Use Lightning Bolt
Rules
3. Curse of Khaine: Targets like a Zap!
spell...affected player may not block or pass, is at 1/2 St
(round up), and must make an immediat AV roll to avoid injury
(stunned = reserves box), as well as an AV roll at the beginning
of every turn thru the drive...
Cost: 120k
Waaaaghh! Mage
A Waaaaghh mage may cast any number of spells
in a game, but must roll a d6 for each one, with a +1 for every
30k fans present, and +1 for every previous spell cast...plus the
spell modifier in the descriptions. If the modified roll is
less than 6, the spell works...if 6+, make an injury roll with +
whatever the roll was -6, and affect the wizard accordingly...the
spell does not work (tho if the wizard may cast again when
healthy...1 turn delay if stunned, must recover from KO's like a
player). On a natural '1', the spell works, although the wizard
may still have to make an injury roll.
1. Let's Go! (-1): Choose any player on
the pitch, and add 1 to his ST and AV (max 10) for the drive.
2. Mork Wants Ya! (+0): Pick any
player...player must roll a d6 equal to or less his ST or be
carried into the air...he may try and break free by rolling a d6
at the start of every turn and making equal or less than his ST,
whereupon he falls to the ground prone and makes an AV/injury
roll.
3. Krunch! (+1): Place Fireball template
anywhere on field, and roll 1 square scatter. All models
underneath take a ST 6 block..all models hit are hit from the
same direction for purposes of pushbacks.
Cost: 150k
Team Wizards List
Humans: Celestial, Grey, Demonologist,
Necromancer, Illusionist, Elementalist, Shaman
Dwarf: Alchemist
High Elf: Celestial, Grey, Illusionist,
Elementalist, High
Orc: Celestial, Shaman, Waaagh!!
Skaven: Celestial, Shaman, Demonologist,
Plague Monk, Dark Mage
Dark Elf: Celestial, Grey, Demonologist,
Necromancer, Illusionist, Dark Mage
Chaos: Celestial, Demonologist,
Necromancer, Illusionist, Shaman, Elementalist, Dark Mage
Chaos Dwarf: Celestial, Demonologist,
Alchemist
Unead: Necromancer
Goblin: Shaman, Waaagh!!
Halfling: Master Chef, Illusionist
Wood Elf: Shaman, Grey, Illusionist,
Elementalist
Slann: Celestial, Grey, Demonologist,
Illusionist, Elementalist, Shaman, Slaver, High Mage
Norse: Celestial, Shaman, Elementalist
Vampire: Celestial, Necromancer,
Demonologist, Dark Mage
Lizardmen: Celestial,
Necromancer, Shaman, Elementalist, Grey, Illusionist, High Mage
Big Guys: Celestial
Mixed Race Teams and Wizards
*Mixed race teams may choose any wizard available for both
races for the normal cost, or may spend double cost for a wizard
available to one of the races (still counts as 150k for team
rating).
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