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Wizard Rules

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Beastman Shaman

The Beastman Shaman has a choice of two spells, and may cast either one once per game.

Bloodlust - the Shaman may cast a spell of Bloodlust on all Beastmen and Minotaurs on the field.  Until the end of the turn, all Gor, Ungor, Beastigor and Minotaurs on the field gain the Frenzy skill.

Minor Warp Bolt - Beastmen Shaman are not as skilled in controlling and directing the energies of the Warp as are Chaos Sorcerers, thus a Beastman Shaman's Warp Bolt is much weaker than a Sorcerer's.  The spell can be cast at any time at an enemy player: on a roll of 4+ the player is hit and knocked over.  Make armour and injury rolls for the player as normal.

Brettonian Sorceress

The Brettonian Sorceress may either cast the Zap! spell once per game, as for the Human Wizard, or before one kickoff she may bestow her blessing upon a Knight Errant, Knight of the Realm or Grail Knight player.  The blessing will last until the end of the drive, roll a D6 for its effects:

D6

Result

1 No effect.
2-3 The player gains +1 AG.
4-5 The player gains +1 ST.
6 The player may take two actions per turn.
 

Chaos Sorcerer

Chaos Sorcerers use Dark Magic to cast their spells.  Dark magic is the most powerful and destructive of all types of magic, but is almost as dangerous for the user as it is for the victim that it is used against!  A Chaos Sorcerer may cast a bolt of destructive warp energy at an enemy player once per match.  The Wizard lurks in the crowd, firing the Warp Bolt at the appropriate moment.  The spell can be cast at any time, interrupting the opponent's move if required.  Roll a dice when the spell is cast.  On a roll of 2-6 the victim is hit and knocked over by the Warp Bolt.   Such is the power of the Warp Bolt that it automatically penetrates the victim's armour, so roll on the injury table immediately to see what injuries were inflicted.   On a roll of 1 then something has gone dreadfully wrong with the spell.  Roll the dice again.  On a roll of 1-3 the Chaos Sorcerer is destroyed by his own spell, remove him from the team roster.  On a roll of 4-6 the Wizard is horribly injured but survives.  However he may not be used in the next match while he recovers from his injuries.


Chaos Dwarf Sorcerer

Chaos Dwarf magic causes earthquakes, landslides and so on. Once per match a Chaos Dwarf Sorcerer is allowed to use his power to cause a miniature earthquake centered on one square on the pitch. The spell can be cast at any time interrupting the opponent's move if required.  Anybody standing in the target square is knocked over on a D6 roll of 3 or more, while players in adjacent squares will be knocked down on a roll of 5 or 6. Make any armour rolls for players knocked over as normal.


Dark Elf Wizard

Dark Elves hate pure sunlight and Dark Elf Wizards are able to manipulate the weather, to create storms and bring rain clouds to blot out the sun.  Before making a roll on the weather table (either at the start or during the match), a Coach with a Dark Elf Wizard on his team is allowed to roll a D6.  On a roll of 3-6 the Coach is allowed to choose the weather result rather than rolling it up randomly.  On a roll of 1 or 2 the result must be rolled up normally on the weather table.  Should two wizards successfully attempt to modify the weather (i.e. both roll 3+) then the two coaches should roll off: the winner may then choose the weather.

In addition, once per game the Wizard may call down lightning to strike a player anywhere on the field.  The spell can be cast at any time, interrupting the opponent's move if required.  The victim is hit and knocked over by the lightning bolt on a D6 roll of 4+.  Make any armour and injury rolls for the victim as if they had been knocked over with a player with the Mighty Blow skill.


Dwarf Alchemist

A Dwarf Alchemist may do one of two things, and which he does must be decided at the start of the game.  The Alchemist either may spend the game transmuting lead to gold, resulting in an extra D6 x 10,000 gold pieces after the match, or he may instead create a magic potion.   Alchemists now have a dual function. Before rolling the coin toss, the alchemist can choose to either spend his time during the match to creating gold (1d6 x 10,000gps post match as per the Death Zone rules) OR he may choose to create one magic potion for the match. The Alchemist's Magic Potion may be administered to any Dwarf player at the start of a kickoff, and it's effects last until the end of the drive.  When the potion is used, roll for its effects on the following table:

D6

Result

1 No effect.
2-3 The player gains +1 AG.
4-5 The player gains +1 ST.
6 The player may take two actions per turn.

 


Goblin Shaman

Goblin Shamen have the same magical abilities as Orc Shamen, they are just not quite as good at it!  On the other hand, Goblin Shamen are always keen to work with Blood Bowl teams because it is difficult for them to make a living otherwise, and so they only cost 80,000 gold pieces to hire for the team.  A Goblin Shaman is allowed to cast the Hand of Gork spell once per match, and may use it to move a Goblin from where he is standing to another square on the field.  However, the Goblin version only moves the player a number of squares equal to the roll on one die, rather than the two dice for the Orc version of the spell.


Halfling Master Chef

The quality of the Master Chef's cooking generally serves to inspire the Halflings on the team to perform exceptionally well, because they won't get fed after the match if they play badly!

A Halfling team which includes a Master Chef may take a number of extra Team Re-Rolls equal to half a D6 roll, rounding down (ie. 1=0, 2-3=1, 4-5=2, 6=3).  In addition the fabulous cooking smells emenating from the Halfling team's dugout can prove very distracting for the players in the opposing team.  To represent this, the opposing coach loses a number of Team Re-Rolls equal to the number gained by the Halfling team.   A team may never have the number of re-rolls it has reduced to less than 0 in this way.  This loss/gain of re-rolls happens after any re-rolls are lost for allies.


High Elf Mage

High Elf Mages spend much of their time stargazing and recording the astral conjunctions to foretell the future.  This ability is represented by the Coach being able to draw twice as many Special Play cards allowed to him by the D6 roll at the start of the game, and then discard a number of cards equal to the number of extra cards he obtained after having looked at them.  Thus, the D6 roll to determine the number of Special Play cards drawn at the start of the game is altered to:

 

D6

Result

1 2 Special play cards, must discard 1.
2-5 4 Special play cards, must discard 2.
6 6 Special play cards, must discard 3.

For example, if the coach rolled a 2 for the number of Special Play cards, he would draw 4 cards, and then discard 2.  If that same coach was allowed 1 extra card due to handicap, then he would draw 5 cards and then discard 2.

Human Wizard

Fireball

Lightning Bolt

The Zap! spell may be cast at any player on the field, simply nominate a player on the field and roll a D6.  On a roll of 5 or 6 the player is hit, on a 1-4 the spell scatters a number of times equal to the die roll (eg. if a 3 was rolled the spell would scatter three times).  If the Zap spell ends up in an occupied square then the player in that square is hit, if it ends up in an unoccupied square the spell has no effect.

A player who is hit by the Zap! spell is turned into a toad.  If the player was holding the ball then they drop it and it will scatter one square (theis counts as a turnover if it happens to a player from the moving team).  The player will remain in toad form until a toachdown is scored or the half ends, whichever comes first.  While the player is a toad he has the characteristics below.  A toad may never pick up the ball (if they enter the square with the ball it will scatter one square).  any injuries the player suffers while he is a toad recieve the +1 modifier for the player being stunty, and do apply when the player reverts to normal.

Qty.

Position

Cost

MA

ST

AG

AV

Skills

Advancement

- Toad - 3 1 4 4 Dodge, Leap, Stunty -
 

Khemri Liche Lord

I'm working on it.

 

Lizardmen Slaan Mage-Priest

Although appearing physically bloated, Slaan Mage Priests are extremely skilled with mental powers and often able to overpower the minds of lesser beings.  Once per game, a Mage-Priest may cast a spell of Mind Control on an opposing player.  Roll a D6: on a result of 4+ the Mage-Priest has overpowered the hapless player's mind, and the Lizardman coach gains control of the player until the next kickoff.


Minotaur Shaman

The Minotaur Shaman is a player-wizard, thus he may participate in the game as normal, and must be standing on the field to cast his spell.  The Ogre-Mage has the following characteristics:

Qty.

Position

Cost

MA

ST

AG

AV

Skills

Advancement

0-1 Minotaur Shaman 200,000gp 5 5 2 8 Mighty Blow, Horns, Thick Skull, Always Hungry, Bloodlust, Bellow Gen, Str, Big Guy
 

Once per game, at any time, the Shaman may cast a spell of Bloodlust on all Beastmen and Minotaurs on the field.  Until the end of the turn, all Gor, Ungor, Beastigor and Minotaurs on the field gain the Frenzy skill.

In addition, once per game (at any time) the Shaman may Bellow at an opposing player.   Measure the distance from the Shaman to the player using the passing ruler: the Minotaur player rolls 3 D6 and adds them together, the coach of the victim rolls a D6 for each range band of distance (ie quick pass distance = 1D6, short pass = 2D6, etc.).   If the Shaman rolls higher than the victim the victim is rooted to the spot in fear, and may not take further action that turn.


Norse Ice Sorceress

Having spent their lives in the freezing cold of the Northlands, Ice Sorceress are masters of Ice Magic.  Once per game, at any time, an Ice Sorceress may Freeze the soles of an opposing player's shoes.  On a roll of 2+ the soles of the victim's shoes have been frozen, making it difficult to walk.  Each time the player enters a new square roll a die, on a roll of 1 the player slips over and falls down, make an armour roll to see if the player is injured as normal.


Orc Shaman

When Orcs are grouped together they generate a special type of magical energy called the Waaagh!  Unless the energy is channelled it causes all kinds of strange poltergeist activity, causing objects to mysteriously move about or fall over.  Orc Shamen are able to harness and direct this power.

If an Orc team has a Shaman then he may be used once per match to cast the Hand Of Gork spell.  Nominate an Orc player, and then roll two dice and add their scores together - the total is the number of squares that the player is moved by the Hand Of Gork.  Because the spell lifts the player high in the air, he may ignore Tackle Zones and occupied squares as he moves.   He must, however, come back to earth in an empty square!


Ogre-Mage

The Ogre-Mage is a player-wizard, thus he may participate in the game as normal, and must be standing on the field to cast his spell.  The Ogre-Mage has the following characteristics:

Qty.

Position

Cost

MA

ST

AG

AV

Skills

Advancement

0-1 Ogre-Mage 200,000gp 5 5 2 9 Mighty Blow, Thick Skull, Electrify Gen, Str, Big Guy

Unlike their less intelligent kin, Ogre-Mages are intelligent and powerful sorcerers.   Once per game the Ogre-Mage may cast an Electrify spell - take the lightning bolt template and place it with the narrow point touching the Mage's square.  Anyone model fully or partially under the template may be electrocuted.   Starting with the model closest roll 2D6 - if the score is equal to or less than the player's Armour Value then the player has been electrocuted.  If it is greater than the player's Armour Value the player has escaped harm, and a 2D6 roll must be made for the next model in the 'line of fire'.  The first model hit absorbs the full force of the spell, and any models further on are not affected.  An electrocuted player is knocked over - make an armour roll for them as if they had been knocked over by a player with the Mighty Blow skill.

Satyr Piper

Forest Folk teams can hire a skillful Satyr to play his pan pipes.  At any one time per game the Satyr may play his pipes.  They send out a peaceful, slumber-inducing melody.  Pick any one player on the field and roll two dice, adding the scores together.  Your opponent rolls one die.  If the Satyr rolls higher than his opponent then the target player succumbs to the spell and momentarily drifts off to sleep.  Place the player stunned (Apothecaries may not alter tihs).  If the target player was carrying the ball then it will scatter once from his square and the team will suffer a Turnover, otherwise the team may continue with its turn.


Skaven Grey Seer

The Skaven worship their own Chaos God, the Horned Rat, the manifestation of their race and of all their evil plans to rule the world.  Like Chaos Sorcerers, the Skaven use the power of Dark magic to power their spells, but supplement it by consuming warpstone - solid peices of black energy blown into the world by the howling winds of magic.

A Grey Seer may cast the dreaded Death Frenzy spell once per game.  The spell may be cast on a Skaven player at any point during a Skaven turn, just before the player takes his action.  Roll a die: on a roll of 2 or more the Skaven is empowered by the power of the Horned Rat and turns into a frenzied whirlwind of destruction and may take two actions, one after the other, instead of only one!  On a roll of 1, however, the Skaven suffers a dreadful warp spasm.  He falls to the ground, writhing in agony, and dies on the spot. Remove the model from the field and place it in the Dead and Injured players box.


Snotling Trickster

This practical joker is very adept at causing mischief. Before each kickoff, after both teams have set up, roll a d6 for the Trickster. On a roll of 4-6, the coach of the snotling team is allowed to draw an extra Dirty Trick card.


Treeman Ranger

The Treeman Ranger is a player-wizard, thus he may participate in the game as normal, and must be standing on the field to cast his spell.  The Ranger has the following characteristics:

Qty.

Position

Cost

MA

ST

AG

AV

Skills

Advancement

0-1 Treeman Ranger 200,000gp 2 6 1 10 Mighty Blow, Stand Firm, Thick Skull, Entangle Gen, Str, Big Guy


Once per game a Treeman Ranger may cast the Entangle spell.  The spell may be cast at any time as an opposing player attempts to Dodge away from a Treeman player, or as an opposing player attempts to move an extra square by Going For It.  Roll a D6: on a roll of 2 or above the Ranger has managed to coax roots and vines up from the ground to trip the player - the player automatically fails the dodge or go for it roll, and any skill or team rerolls also automatically fail.  On a roll of 1 the roots fail to respond to the Treeman's call and the player may roll to dodge or go for it as normal.


Troll Shaman

The Troll Shaman is a player-wizard, thus he may participate in the game as normal, and must be standing on the field to cast his spell.  The Shaman has the following characteristics:

Qty.

Position

Cost

MA

ST

AG

AV

Skills

Advancement

0-1 Troll Shaman 200,000gp 4 6 1 9 Mighty Blow, Regenerate, Thick Skull, Always Hungry, Vomit Gen, Str, Big Guy

Although not exactly a spell, a Troll Shaman's Vomit attack works in more or less the same manner.  Once per game the Shaman may spew forth the contents of its gullet - take the lightning bolt template and place it with the narrow point touching the Shaman's square.  Anyone model fully or partially under the template may be hit by the vomit.   Starting with the model closest roll 2D6 - if the score is greater than the player's Agility then they have been hit by the vomit.  If it is less than or equal to the player's Agility the player dodges the vomit, and a 2D6 roll must be made for the next model in the 'line of fire'.  The first model hit absorbs the full force of the vomit, and any models further on are not affected.

A model hit by vomit is knocked over.   Make an armour roll for them as if they had been knocked over by a player with the Mighty Blow skill.


Undead Necromancer

In addition to his abilities as head coach, the Necromancer may cast a Raise the Dead spell once per match. This spell may only be cast if a player from the opposing team is killed during the match and allows the Necromancer to raise the player from the dead and add him to the Undead team as a new Zombie player.  Full rules are available on the Raising the Dead page.


Vampire Lord

In addition to his abilities as a player coach, the Vampire Lord may cast a Raise the Dead spell once per match. This spell may only be cast if a human-sized player from the opposing team is killed by a Vampire or Vampire Lord player during the match, and allows the Vampire Lord to raise the player from the dead and add him to the Vampire team as a new Vampire player.  Full rules are available on the Raising the Dead page.


Wood Elf Mage

Twice per game a Wood Elf Mage may cast a Heal spell.  The Heal spell may be used to allow a player missing the game due to a niggling injury to play, or may attempt to heal an injury caused on the field on a D6 roll of 3+. 

 


Last updated 01/10/01.  E-mail the CommissionerDisclaimer: This website is completely unofficial and in no way endorsed by Games Workshop Limited.   Blood Bowl, Skaven and Snotling are trademarks of Games Workshop Limited, and are used without permission.   No challenge to their status is intended.


Last updated 04/12/2001 . E-mail the Commissioner. Disclaimer: This website is completely unofficial and in no way endorsed by Games Workshop Limited. Blood Bowl is a trademark of Games Workshop Limited, and is used without permission. No challenge to their status is intended.