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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.
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