Spells

Fireball – In order to use this spell you will need the circular Fireball template. Take the template and place it anywhere over the playing field. Any model (from either team) that is fully or partially underneath the template may be hit by the fireball. Roll one die for each model. If the die roll beats the players Agility then they are knocked over. If it is under their Agility they manage to dodge the fireball’s blast.

Make an Armour roll for any player that is knocked over as if they had been knocked over by a player with the Mighty Blow skill. If a player on the moving team is knocked over by a fireball hen the moving team does not suffer a turnover unless the player was carrying the ball at the time.

 

Lightning Bolt – You will need the teardrop shaped Lightning Bolt template for this spell. First of all, take the Wizard model and place it next to one sideline of the game board. The Wizard may not be laced on the board itself, but the edge of his base can be touching the edge of the board. The Lightning Bolt template is placed so that the narrow end is next to the Wizard, and the Lightning Bolt itself projects onto the playing field.

Any model that lies fully or partially under the template may be hit by the lightning 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 targets Agility, then they have been hit by the bolt. If the dice roll is less than or equal to the targets Agility then the bolt misses and a new 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 on are not affected. Note that because the coach is rolling two dice he will probably hit the first target under the template – it isn’t easy to dodge a lightning bolt!

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 the Mighty Blow skill. If a player on the moving team is knocked over by a lightning bolt then the moving team does not suffer a turnover unless the player was carrying the ball at the time.

 

Zap! – The Zap! Spell is potentially the most devastating spell in a Wizard’s repertoire, because it turns whoever it hits into a slimy toad! Unfortunately, the spell is not all that reliable and has a nasty habit of hitting the wrong target. The Zap! Spell may be cast at any player on the field. The coach simply nominates the player he wants the spell to hit, and rolls a die. On a roll of 5 or 6 the nominated player is hit. On a roll of 1 to 4 the spell scatters a number of times equal to the dice roll (e.g., if you rolled a 3 it would scatter three times).If the Zap! Spell ends up in an occupied square then the player in the 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 their model with the toad counter. If the player was holding the ball then they drop it, and it will scatter one square (this counts as a turnover if it happens to a player from the moving team). The player will remain in toad form until a touchdown is scored or the half ends, whichever comes first.

While a player is a toad they have the special ‘toad’ characteristics printed below. A toad may never pick up the ball, and if they enter the square the ball is in it will immediately scatter one square. Any injuries the player suffers while he is a toad do apply when the player reverts to normal

Title

MA

ST

AG

AV

Skills

Toad

3

1

4

4

Dodge, Leap, Stunty

 


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