New (Old inspired) on-pitch spellcasters

Got a great idea and/or proposal for BloodBowl?

Moderator: TFF Mods

User avatar
Joemanji
Power Gamer
Posts: 9508
Joined: Sat Jul 05, 2003 3:08 pm
Location: ECBBL, London, England

Re: New (Old inspired) on-pitch spellcasters

Post by Joemanji »

Okay, here is another idea I am pretty excited about (borrowed shamelessly from Space Hulk).

There are two problems with wizards on the pitch that I see: they are banned in the fluff and ranged attacks alter the dynamics of the game (devaluing the cage). One way to kill two birds with one stone is to make all magic zero range. Either aiding the caster directly or affecting someone in his TZ. This means that magic a) doesn't alter game dynamics too much, and b) stays within the fluff by keeping magic covert (chainsaws are banned too remember).

Spellcasters would be rostered players with Loner and -1 AV. This to reflect both a) the fluff that armour impairs magic in the Warhammer/BB world, and that wizards are strange individuals that don't play well with others, and b) the game mechanism that spellcasters should rely on their magic rather than operate as a better version of a normal player. They would also have GASP access to reflect their various magical cantrips and that they rely on their own abilities rather than team training.

Spellcaster (Extraordinary)
Although technically banned, using magic on the pitch has a long history within the game. It has always remained popular with the fans, and nowadays referees tend to turn a blind eye so long as wizards keep their spells fairly discreet. A player with this skill starts the game with 8* "magic points", which you should keep track of using counters, dice or chocolate buttons. Magic points may be spent in two ways. Firstly, the player may add a bonus to any D6 roll he has made. Each point spent adds +1 to the dice roll. The points are spent after the dice is rolled and any reroll has been made. A natural roll of 1 is still always a failure. Secondly, the player may cast one spell during any of his own team turns. This costs the player a number of magic points depending on the spell being used.

Blast: The player may cast this spell instead of taking a Block action, allowing him to release a concussive blast of magical energy. Roll a D6, on a 2+ a player of your choice in the caster's tackle zones may be placed Stunned. On a 1 the magic rebounds on the caster and he should be placed Stunned instead. If a player hit by this spell has the Thick Skull skill he should be placed Prone instead of Stunned. This spell costs 1 magic point.

Wall: The player may cast this spell after completing a Move action. One empty square anywhere on the board is blocked by a wall of invisible energy. This square counts as occupied (as if by a Prone player) until the caster is knocked down or takes an action. Place a coin or counter in the square to indicate this. This spell costs 2 magic point.

Fireball/Lightning Bolt: The player may cast either of the spells available to an induced Wizard (as listed on page 50 of the rulebook) after completing a Move action. Either spell costs 5 magic points and the caster is immediately sent off for overt use of magic, causing a turnover.


*8 is a number plucked out of the air, mainly becuause you could use a reroll track to keep a tally.

Reason: ''
*This post may have been made without the use of a hat.
Post Reply