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Team Wizards

   Most of these wizards are from Compendium 1, although we have created a few and used others from other websites.  The Ethereal, Elementalist, Golem, and Lycanthrope wizards are from Tom Anders' website.  The PBBL is credited for the Beastman, Bretonnian, Slann Priest, Norse, and Snotling wizards.   Remember that a wizard that casts a Fireball, Zap!, or Lightning Bolt may now only do so at the start of their team's turn.  This is a 4th edition rule that we're using.  

 

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, Bestigor and Minotaurs on the field gain the Frenzy skill.

Minor Warp Bolt- Beastman 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 like the Human Wizard, or before one of the kickoffs 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 it’s effects:

1 No blessings for this game. The Knight feels uninspired and refuses to play.

2 No blessing for this game. Plays with -1 Agility.

3 No Blessings for this game. Plays with no bonuses or penalties.

4 May chose any one General Skill for this game only.

5 May choose any one Agility skill for this game only.

6 May choose any one Strength skill for this game only.

 

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 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 centred 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 roll of 3 or more, while players in adjacent squares will be knocked over 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 rainclouds to blot out the sun. Before making a roll on the weather table (at the start of the game) 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, 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 amour and injury rolls for the victim as if they had been knocked over with a player with the Mighty Blow skill.

 

Dwarf Alchemists and Runesmiths

You may choose to have an Alchemist or Runesmith. You may not choose both, although you may always sell one for 75% of his cost and buy the other.

A Dwarf Alchemist may do one of two things, and which he does must be decided at the start of the game. The Alchemist may either spend the game transmuting lead to gold, or he may instead create a magic potion. Both are described below:

Dwarfs are great practitioners of alchemy, smelting and mixing strange concoctions in the course of their studies to turn lead into gold. A Dwarf team which includes an Alchemist receives a number of gold pieces equal to the roll of 1D6 x 10,000 gps for every match that they play. The extra money is collected at the end of the match when the team collects its winnings.

The Alchemist may choose to create one magic potion for the match. Alchemist’s Magic Potion works in the same way as the Magic Item Special Play Card (1D6: 1=nothing, 2-3=+1 AG, 4-5=+1ST, 6=2 actions per team turn). Effects last for the drive and must be administered at a kickoff.

The Runesmith may do one of two things, and you must choose which one at the start of the game. The Runesmith may either dispell a spell or create a temporary rune to put on a player. This must be decided at the start of the game.

If you wish to dispel a spell being cast in the game, you declare so before the opponent rolls any dice for the spell. On a 4+, the spell is dispelled. Otherwise the spell continues as normal. This can only be used once per game. If the opposing team has a second wizard (only possible if they won Dungeonbowl), then you may only attempt to dispel one of the 2 spells.

The Runesmith may choose to create a Rune for the match. Before a kickoff, choose a player and roll a D6. On a 1 the player gets +1 AG. On a 2-3 the player gets +1 AV (up to a max of 10). On a 4-5 he gets +1 ST. On a 6, roll another D6. He gets a strength bonus that equals that D6 roll. Effects last for the drive.  Only one Rune may be used per match.

 

Elementalist Master of Elements

Elementalists may hire a Master of Elements for the standard 150,000. In order to use a spell, the Master of Elements must use all of the energy of one of the Elementals on the field (the Elemental can be knocked down or prone). The spell cast depends on the Elemental removed from the field. Note: this Elemental must miss the rest of the game, but will be able to play in the next game. If the Elemental was carrying the ball, the ball is dropped and scatters one square. The use of this spell does not result in a turnover unless the Elemental used was carrying the ball at the time. The Master of Elements may cast one spell per game at any time, interrupting the opponent's turn if necessary.
The following lists the spell cast based on the Elemental used as a power source:
Air: A small cyclone picks up a player and tosses him into the air. Choose one player on the opposing team and scatter him D6 squares using the kick-off template. When the player lands, place him Knocked Down. Roll for armor and injury as though the player was hit with Mighty Blow. If the player lands in the crowd, roll of the crowd effect as normal (in addition to the armor and injury roll from the player landing).
Earth: A field becomes alive and starts to grab the opposing team's feet. For the rest of the game, any opposing team player attempting to move an extra square will slip and fall on a roll of 1 or 2. (1, 2, 3, or 4 for the 3rd square of a Short Sprint). If the Weather Condition is Blizzard, the opposing team's players will slip on a 1, 2, or 3 when attempting to move extra squares. (1-5 for the 3rd square of a Short Sprint). In additon, the pitch will hold fast the members of the Elementalist team until the end of the DRIVE (all Elementalist team members gain Stand Firm).
Fire: A fireball erupts centered on the square the Fire Elemental was standing in. Using the Fireball template, any model from either team that is partially under the template may be hit by the fireball. Roll one dice for each model. Add 1 to the dice roll. If the modified dice roll beats the player's Agility then they are knocked over. If it is under their Agility they manage to dodge the fireball's blast. Make an Armor roll and injury roll for any player that is knocked over as if they had been knocked over by a player with the Claw and Razor Sharp Fangs skills (ie +2 to both armor and injury rolls). If a player on the moving team is knocked over by the fireball, then the moving team does not suffer a turnover unless the player was carrying the ball at the time.
Water: For the rest of the game, the game is played in the Weather Condition - Pouring Rain. However, only players from the opposing team are effected by the -1 modifier to attempts to catch, pick up, and hand-off the ball. This weather condition may not be changed by the kick off table roll for the rest of the game, however it may be changed by a Wizard spell or special play card.

 

Ethereal Master

All Ethereal teams must have a Necromancer as their head coach – after all, it is the Necromancer’s spells that created the team in the first place and they wouldn’t exist without him! All Ethereal teams are assumed to have a Necromancer for free, and do not have to hire one. If the Ethereal team loses its Necromancer during a match, it may not use the Necromancer’s Raise Dead or Resummon spells at the end of the match or argue any calls for the rest of the match. Ethereal teams that lose their Necromancer Head Coach can carry on playing, but all the players with Lesser Banishment are considered to have Banishment for the rest of the game (as without the Necromancer, the players hold on reality is seriously compromised.) Banishment means that the players are considered Dead if they are Badly Hurt, Seriously Injured, or Dead (whereas Lesser Banishment results in Death for only Seriously Injured and Dead). The Necromancer will be replaced in time for the next match in the same way as a normal Head Coach. 

A Ethereal Necromancer can also cast two spells from the following list every match (a spell may be cast more than once). 

Raise Dead:
Can be cast at the end of the match if the opposing team had a player killed during the match. The Raise Dead spell allows the Necromancer to raise the player’s spirit from the dead, and add him to the Ethereal team as a new Ghost player! The spell may be cast on ANY killed opposition player The new player has standard Ghost characteristics no matter what his skills or abilities in life (or death), and may only be added to the Ethereal team if it has fewer than 16 players and 12 Ghosts at the time.

Resummon:
The Necromancer can resummon at the end of the match one of his Ethereal team players that was killed (banished) from his team during that game for one half the rookie price in gold for the player (rounding to the next lowest 10,000 gps). (ie a 30,000 gps Ghost would cost 10,000 gps to Resummon.) The player returns with full abilities and skills (as if saved from death by an Apothecary). Winnings can be received before Resummon is cast.

Spectral Hand:
A huge ghostly hand is summoned onto the pitch by the Necromancer which can reach out and hold fast the opposition. The hand may be placed into any unoccupied square in the end zones or adjacent to either sideline. The Hand is considered to have the following stats: MA:3, ST:5, AG:2, AV:7, Skills: Tackle, Extra Long Fingers (treat as Tentacles AND Prehensile Tail). The Hand may perform any action like a normal player. The Hand will last until the end of the drive or until it is knocked down at which point it is dispelled. The Hand can temporarily take the number of players on the pitch for the Spirit team to 12 without penalty. Only one Hand can be summoned per a drive.

 

Forest Folk 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 score 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. 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 it’s turn.

 

 

Goblin Shaman

Goblin Shamen have the same magical abilities as Orc Shamen, they are just not quite as good as 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 75,000 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.

 

Golem Master Artificer

A Golem team may not have a standard Apothecary, Wizard, or Coach. Instead for 100,000 the Golem team may hire a Master Artificer which will act as all three (ie. any spell that can effect a Wizard, Apothecary, or Coach can affect the Master Artificer).  A Golem team without a Master Artificer may not argue with the referee. If a Golem team does not have a Master Artificer at the end of a game (from not purchasing one or the Artificer is killed, ejected, or removed from play for any reason), all Star Player Points earned (including the MVPs) for that game for a Golem player are cut in half (rounded up). A Master Artificer can perform EACH of the following four skills ONCE per a game:
1) Automatically (no dice roll) move a player from the Knocked Out or Badly Hurt box to the Reserves box.
2) Automatically (no dice roll) fix one Golem in the Seriously Injured or Killed box to the Reserves box for half the Golem's rookie cost in gold (rounded up to the nearest 10,000). If more than one Golem is Killed or Seriously Injured during a game, the condition stands as rolled and may not be "fixed" during a future game (ie. the Master Artificer must fix an injury or death during the game it happens to prevent the damaged parts from actually breaking).
3) Permanently remove a niggling injury from a Golem for the Golem's rookie cost in gold.
4) Cause a Golem to overexert itself. For ONE turn, three of the Golem's abilities are DOUBLED (movement, agility, strength). At the end of the turn, the opposing coach rolls a D6. On a 1, the Golem is Badly Hurt. On a 2 or 3, the Golem is Seriously Injured. On a 4, 5, or 6, the Golem is Killed! This roll cannot be rerolled. Note: this ability of the Master Artificer may not be used on a Golem star player or on any rookie golem that has accumulated 26 star player points as these Golems have been around enough to have learned to sometimes ignore the Master Artificer's programming.

 

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 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 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:

1:       2 Special Play cards, discard 1.

2-5:    4 Special Play cards, discard 2.

6:       6 Special Play cards, discard 3.

For example, if the coach rolled 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 and then discard 2.

 

Human Wizard

You may choose to use one of the following spells once per game.

Fireball- Take the Fireball template and place it anywhere over the playing field. Any model from either team that is at least partially underneath the template could be hit by the fireball. Roll 1 dice for each model. If the dice roll beats the player’s Agility then they are knocked over. If it is under their Agility then they dodge the fireball. Make an Armour roll for any player that is knocked down as if they were knocked over by a player with the Mighty Blow skill. If a player on the moving team is knocked over, there is no turnover unless he was carrying the ball.

Lightning Bolt- Before the game starts, place the Wizard Model anywhere on the game board edge. When you want to cast the Lightning Bolt, get the teardrop template and place it on the field, with the narrow end touching the Wizard. Any model that lies at least partially under the template may be hit by the bolt. Starting with the model closest to the Wizard, roll two dice for each model under the template, and add the scores together. If the dice roll beats the target’s Agility, then they have been hit by the bolt. If the dice roll is less than or equal to the target’s Agility then the bolt misses, and a new dice roll must be made for the next model in the ‘line of fire’. The first model to be hit absorbs the full brunt of the lightning bolt, and any models further are not affected. A model hit by a lightning bolt is knocked over. Make an Armour roll for them as if they had been knocked over by a player with Mighty Blow. If a moving team’s player is knocked over, then it isn’t a turnover unless he was carrying the ball.

Zap! Spell- This can be cast at any player on the field. The coach chooses the player that he wants the spell to hit, and rolls a dice. On a 5 or 6 the player is hit. On a roll of 1-4 the spell scatters a number of times equal to the dice roll (eg, if you rolled a 3 it would scatter 3 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 empty square then the spell has no effect. A player who is hit by the Zap! spell is turned into a toad. Replace the player with the Toad counter. If the player was holding the ball then they drop it and it will scatter one square, which causes a turnover if it’s the moving team. The player will stay a toad until a touchdown is scored or the half ends. A toad may never pick up the ball, and if they enter the square that the ball is in it scatters one square. Any injuries the player suffers while he is a toad do apply when the player reverts to normal.

                Toad Stats:  MA     ST     AG      AV     Skills

                                    3         1        4           4      Dodge, Leap, Stunty

 

Lizardman Slaan Mage-Priest

You may only choose one of the 3 following Wizards:

Although appearing physically bloated, Slaan Mage-Priests are extremely skilled with mental powers and often are 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.

 

A Slaan Mage-Priest can be hired and has the same abilities as the High Elf Wizard. Slann Mage Priests are actually even better at stargazing than High Elves, but have the same ability in the game as they tend to plan things on a grander scale and thus find it beneath themselves to make predictions for a single game. Roll a D6 to see the number of Special Play cards drawn at the start of the game is altered to:

1:        2 Special Play cards, discard 1

2-5:     4 Special Play cards, discard 2

6:        6 Special Play cards, discard 3

 

You could purchase a Skink Wizard for 75K who will cast the Lightning Bolt spell or the ZAP! (the frog spell) once per match.

 

Lycanthrope Child of Luna

The Lycanthrope team can have a Child of Luna for 150,000. A Child of Luna can cast one of the following spells once a game interrupting an opponent’s turn if necessary as normal: Fireball, Lightning Bolt, and Moon Beam Burst.
Fireball and Lightning Bolt cast as normal.
Moon Beam Burst: Change one Human player to his/her wereform immediately without going through the Slow Change process. The converted player is allowed to stay upright from this change.

 

Norse Ice Sorceress

Having spent their lives in the freezing cold of the Northlands, Ice Sorceresses 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 soles 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.

 

Orc Shaman

When Orcs are grouped together they generate a special type of magical energy called the Waaagh! Unless the energy is channeled 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!

 

Skaven Grey Seer

The Skaven worship their own Chaos God, the Horned Rat, the manifestation of their race and 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 pieces 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 an action. Roll a die: on a roll of 2 or more the skaven player is empowered by the power of the Horned Rat and turns into a frenzied whirlwind of destruction and may take two actions, one after another, instead of only one! On a roll of 1, however, the Skaven player 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 adapt at causing mischief. He allows the team to take additional Dirty Trick cards. Before each kickoff, after both teams have set up, roll a D6 for the Trickster.

1-3: 1 Additional Dirty Trick

4-5: 2 Additional Dirty Tricks

6:    3 Additional Dirty Tricks

 

Undead Necromancer

Necromancers can cast evil and unnatural spells that will bring the dead to life. All Undead teams must have a Necromancer as their head coach. All Undead teams have a Necromancer for free. In addition to his abilities as a head coach, the Necromancer may cast a Raise the Dead spell once per match. This spell may only be cast when a player on the other team is killed during the match. It allows the Necromancer to raise the player from the dead, and add him to the Undead team as a Zombie player! The spell can only be used on human size players (no Big Guys like Ogres and no little guys like Halflings or Goblins). The new player has regular Zombie characteristics no matter what his skills or abilities in life, and may only be added to the Undead team if it has fewer than 16 players at the time. The new player may be placed in the Reserves box of the Undead team’s Dugout and used immediately.

Also note that the Necromancer is the one that regenerates players after they suffer an injury. Regeneration has no result on Stunned or KO’d results. Before the next kickoff (or at the end of the game if that comes first), roll a dice for each player injured during the past drive. On a 4+ the player has regenerated and can play immediately. Only one regeneration attempt per injury. Note that opposing players still earn points for casualties if the player they injured is regenerated. If the Necromancer is ejected from the game or the victim of a card that takes him off the sidelines, the players may not regenerate.

 

Undead Liche Adept

Instead of the usual 150K, a Liche Adept costs only 100K. Any of the three types of Undead teams may have a Liche Adept. The Liche Adept improves the regeneration roll from a 4+ to a 3+.

Also, if an opposing Big Guy dies during the game, then he may be raised into a Big Guy Zombie. The team must have an empty Big Guy space in order to raise a Big Guy. Raising a Big Guy does the following to the player:

- The player gains the Regeneration skill.

- The player loses 2 Movement (to a minimum of 2) and 1 AG (to a minimum of 1).

- The player loses all skills other than his original skills, but retains stat increases and decreases and niggled status.

- Any negative skills originally possessed by the player are removed, and replaced with the Really Stupid skill.

- Big Guys have access to General and Strength skills and they start out with 0 Star Players Points.

- The listed cost of a raised Big Guy is worked out using the player cost formula.

 

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 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.

 

Wood Elf Mage

Wood Elf Magic is intimately tied to nature, the seasons and healing. Wood Elf Wizards have the same special ability as an Apothecary, except that a Wood Elf Mage is able to use his ability twice per match, either to allow two players with Niggling Injuries to play in the match, or to heal two injuries during a game, or do one of each. Note however, that each injury may only have one Apothecary or Wood Elf Mage attempt to heal it.

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