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.

  1. 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.
  2. 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).
  3. 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:

  1. He may choose the weather type for a single drive
  2. He may give his team immunity to the effects of weather for a single drive.
  3. 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:

  1. He may be used as an apothecary on any dispelled demon on his team.
  2. He may attempt to banish a demon on an opposing team, the targeted demon rolls injury at +1
  3. 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:

  1. 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.
  2. He may distort an opposing player's perception of the field. When a player declares an action, roll a d6
  3. 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.

Cost: 120k 


Plague Monk

A plague monk may do one of 3 things per game.

  1. 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.
  2. 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).
  3. 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

Chaos Teams with an elementalist, must roll a d6 when they decide to use him.

  1. Roll under element of AIR.
  2. Roll under element of EARTH.
  3. Roll under element of WATER.
  4. Roll under element of FIRE.
  5. Coach may choose element to roll under
  6. Coach may choose element to roll under.

Cost: 120k 


Shaman

The Shaman may do one of 3 things once per game:

  1. He may act as Witch Doctor, being an extra apothecary, tho his healing fails on a 1-2.
  2. He may try and make a Voodoo doll of an opposing player, thus affecting his ability on the field. Roll a d6:
    1. 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.
    2. The doll looks pretty, but is useless.
    3. The doll is ineffectual, but a fan of the player buys it for 10K.
    4. 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)
    5. 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.
    6. The player is so stricken with pain, he cannot participate in the match.
  3. He may commune with the spirits before the game, for favors and premonitions. Roll a d6:

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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