The On Pitch Spellcaster rules are meant to put the team wizard in a position where the other team can do something about him/her. If you use the On Pitch Spellcaster rules, do not use the normal Wizard rules from the Death Zone or any of the racial wizards suggested in the Death Zone or Compendiums.
Each race may recruit up to one spellcaster in place of one player. Any player position on the field may be used as spellcaster. Making a player a spellcaster costs an additional 100,000 gold and the player must take -1 AV. The spellcaster is listed on the roster like an ordinary player and has to be on the field to cast his spells. A rookie spellcaster starts with your choice of the spells Lightning Bolt or Fireball and their racial spell. Just like an ordinary player, he can perform actions and gain SPPs, however, in addition to that, he is able to cast a spell (at least) once per a game. Rookie spellcasters begin at Casting Level 1. The Casting Level means how many spells a spellcaster may cast per a match (one spell per a level, so a Level 3 spellcaster may cast three spells a match (the same spell can be cast more than once.)) A spellcaster gains SPP like any normal player.
Spellcasters are entitled to Star Player Rolls just like other players when they have accumulated the appropriate amount of SPP. On a roll of 2-9, they may either pick a skill from the categories accessible to them, or they may roll on the Open Spell Table to learn a new spell.
Should a spellcaster roll doubles on the Star Player Roll they may do one of the following:
3D6 Result | Spell learned |
---|---|
3 | Choose any Open Spell |
4 | Knowledge Drain |
5 | A Soul in Chains |
6 | Medusa's Gaze |
7 | Speed of Light |
8 | Healing Hand |
9 | Lightning Bolt |
10 | Zap! |
11 | Guidance |
12 | Fireball |
13 | Mischevious Imp |
14 | Weather Control |
15 | The Long Door |
16 | Invisibility |
17 | Time Bubble |
18 | Casting Level increases by 1 |
Every spell has seven components:
A Soul in Chains
Successful Result: Target player has his soul imprisoned. The player is removed from the pitch and must miss the rest of the half, but may return for the second half (if the spell was cast during the first half). If this player was holding the ball, it scatters one square.
Failure Result: The soul of the spellcaster is imprisoned. The spellcaster is removed from the pitch and must miss the rest of the half.
Range: Anywhere on the pitch
Succeeds on: 4+
Medusa's Gaze
Successful Result: The target player loses his Tackle Zone, cannot give assists, and cannot perform any actions or use any skills during this and your opponent's following turn. His ST is halved (rounded down). If the target player was holding the ball, this spell does not cause him to drop it.
Failure Result: Apply the effects of this spell to the spellcaster.
Range: Maximum of seven squares
Succeeds on: 3+
Speed of Light
Successful Result: Target player may move 1d6 squares in addition to his normal MA for this turn only.
Failure Result: No effect
Range: Maximum of seven squares
Succeeds on: 3+
Healing Hand
Successful Result: One player (for either team) who has been Knocked Out, Badly Hurt, or Seriously Injured is healed and moved to the Reserves box.
Failure Result: No effect
Range: Dugout
Succeeds on: 2+
Lightning Bolt
Successful Result: The spellcaster throws a lightning bolt at the target according to the lightning bolt template and rolls 2D6, trying to roll over the AG of the first player in the line of fire. If that succeeds, the player is knocked over and must make the armour roll and the following injury roll with a +1 modifiers. If this 2D6 roll is less than or equal to the first player's AG, then the bolt misses, and the roll is repeated for the next player in the line of fire and so on, until a player is hit by the bolt or the bolt has reached its maximum range. If the bolt hits one of your players, this will result in a turnover. If the bolt hits the ball carrier, the ball will be dropped and scatter one square.
Failure Result: The lightning bolt discharges in the square of the spellcaster, who is automatically knocked over by the bolt. Make armour and injury rolls at +1. This will result in a turnover.
Range: Lightning Bolt template
Succeeds on: 2+
Zap!
Successful Result: Roll a D6 after the Casting roll. On a roll of 4+, the target player becomes a slimy toad. On a roll of 1-3, the spell scatters as often as you rolled (i.e. if you rolled a 2, the spell scatters twice). If someone is in the new target square (after resolving all scatter rolls), he becomes a toad. Toads have the following stats: MA: 4, ST: 1, AG: 4, AV: 4, Skills: Dodge, Leap, Stunty. Toads will drop the ball if they had it (which will result in a turnover if this player was on the moving team). Toads may not try to pick up or catch the ball and cannot use any skills or gain SPPs. However, if they suffer an injury or even death, this carries over after their re-transformation. Toads re-transform at the next kick-off or at the end of the match (whichever comes first).
Failure Result: The spellcaster becomes a toad
Range: Anywhere on the pitch
Succeeds on: 2+
Guidance
Successful Result: Target player does not have to roll dice for one single action for this turn, he succeeds automatically. Such actions would include a single Dodge, Pass, Catch, Block, Go for It, Hand Off, or Pick up the Ball action. The spell may not be used on Armour, Foul, or Injury rolls or on Skills that require a dice roll (like Hypnotic Gaze). The player must declare what action will automatically succeed before performing it.
Failure Result: No effect
Range: Anywhere on the pitch
Succeeds on: 2+
Fireball
Successful Result: The spellcaster throws a fireball into a target square as if he was throwing the ball (use range ruler, etc.). The Spellcaster coach rolls a D6 for each players in the target square and in all eight adjacent squares. If the roll is higher than their AG, they are knocked over and have to make an armour roll. This armour roll and following injury roll are made with +1 modifiers. If the ball carrier is knocked over while his team was the moving team, then a turnover takes place. Deal with inaccurate and fumbled fireballs just as with inaccurate or fumbled passes. Throwing a fireball is not the team's pass action for the turn. A fireball cannot be caught, pass blocked, intercepted, or thrown in by the fans.
Failure Result: The fireball goes off the spellcaster's square and the eight adjacent square. Roll for adjacent player's AG as normal, but the spellcaster is knocked down automatically which will result in a turnover.
Range: Passing Range Ruler
Succeeds on: 2+
Mischievous Imp
Successful Result: A Mischievous Imp interferes with the opposing team's abilities temporarily. For the rest of the current drive, no player on the opposing team may use any skill that rerolls a specific failed result (examples: Dodge, Pass, Catch, Sure Feet, and Sure Hands). The opposing team may still reroll failed results through Pro and any Team, Leader, or Trophy rerolls.
Failure Result: The spellcaster's team loses the specific failed result reroll skills for the rest of the drive.
Range: Entire opposing team
Succeeds on: 3+
Weather Control
Successful Result: The spellcaster can change the weather to any result that is either directly above or below the current weather on the Weather Table. If the Casting roll was a 6, he may choose any effect from the Weather Table.
Failure Result: No effect
Range: The whole stadium
Succeeds on: 3+
The Long Door
Successful Result: The spellcaster chooses a target unoccupied square that is no more than seven squares away where the door opens, and in 1d6 squares from there another unoccupied square where the other end will be. The first player to enter either end of this dimension tunnel will immediately appear in the other square without having to pay movement points for the travel. He can now continue moving and perform other actions as usually, but right after its first use, the tunnel closes and disappears.
Failure Result: No effect
Range: Maximum of seven squares
Succeeds on: 3+
Invisibility
Successful Result: Target player (from either team) becomes invisible for this and your opponent's following turn. This player may ignore enemy Tackle Zones when moving, but he cannot receive a pass or hand-off while invisible. The player may not be blocked. If he throws a block at someone, no offensive assists may be used.
Failure Result: No effect
Range: Maximum of seven squares
Succeeds on: 3+
Time Bubble
Successful Result: The target player may perform another legal action right after the first one (move and then blitz move, blitz and pass, block twice, move twice, etc.) Legal means, that you may still only blitz, foul, pass, or cast only once per a turn (unless a special play card allows you more than one of these actions per turn.)
Failure Result: No effect
Range: Anywhere on the pitch
Succeeds on: 4+
Conjure
Race: All
Successful Result: The spellcaster's team may draw a Magic Item special play card. If the card says play this card immediately, then they must do so.
Failure Result: The opposing team may draw a Magic Item special play card.
Range: Any of your players on the pitch
Succeeds on: 3+
Siren Call
Race: Amazon
Successful Result: All opposing players with 3 squares of the spellcaster, must roll a D6. On a result of 4+, they resist the spell. On a result of 1-3, the player is entranced by the siren call. For the reminder of this and the opponent's following turn, the entranced player(s) may not move or take any further actions. If the hypnotized player(s) is blocked before he recovers, then his Strength is halved (rounded down). All entranced players still have a Tackle Zone and may lend assists.
Failure Result: No effect.
Range: 3 square radius
Succeeds on: 4+
Warp Bolt
Race: Chaos
Successful Result: The Spellcaster casts a bolt of destructive warp energy at an enemy player. 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.
Failure Result: The warp energy courses uncontrollably through the Spellcaster. Make an immediate Injury roll for the the Spellcaster. This will result in a turnover.
Range: Seven squares
Succeeds on: 3+
Rune of Fear
Race: Chaos Dwarf
Successful Result: The entire team now generates an aura which causes intense fear in opponents. For the rest of this and your opponent's following turn, treat all players on the Chaos Dwarf team as if they had Foul Appearance.
Failure Result: No effect
Range: Entire team
Succeeds on: 3+
Stream of Corruption
Race: Nurgle's Rotters
Successful Result: The Spellcaster spews forth a gout of filth (use the Lightning Bolt template). The Spellcaster must make a D6 roll for each player (from either team) that is half or more under the template adding +1 to dice roll for each opposing tackle zone on the player. The roll is successful if the Spellcaster rolls higher than (the player's Agility+1). The player is not actually moving, he just tries to duck under the Stream. If the Spellcaster is successful on the dice roll, the player is knocked down (roll for armour and injury as normal). Failure means nothing happened to the player.
Failure Result: The Spellcaster is deluged by filth and will miss the rest of the half as he recovers from asphyxiation. This will result in a turnover.
Range: Lightning Bolt Template
Succeeds on: 3+
Tormented Soul
Race: Dark Elf
Successful Result: Target player hits the ground in torment and is automatically Stunned (do not roll for armour or injury). If the target had the ball, it will scatter one square.
Failure Result: The spellcaster is Stunned. This will result in a turnover.
Range: Maximum of seven squares
Succeeds on: 3+
Rune of Protection
Race: Dwarf
Successful Result: No spells may be cast by the opposing spellcaster for the rest of the match.
Failure Result: No effect
Range: Opposing team
Succeeds on: 2+
Evil Twin
Race: Goblin
Successful Result: Until the next Kick-off, the target player has to perform all his actions and movement as if it was in an opposing Tackle Zone, i.e. dodge for every square of movement, modify passing and catching rolls with -1, blocking with a defensive assist and so on. This Tackle Zone adds to any real Tackle Zones, and cards or spells that would allow the target to ignore opposing tackle zone cannot neutralize this tackle zone.
Failure Result: the spellcaster suffers the effect of the Evil Twin spell
Range: Anywhere on the pitch
Succeeds on: 3+
Gotta Be McMurty's
Race: Halfling
Successful Result: A player of choice gains Off for a Bite until the end of the game as he develops mad cravings for two all beef patties, special sauce, lettuce, cheese, pickles, onions on a carroway seed bun.
Failure Result: The Spellcaster is placed in Reserves immediately as he runs off the field to feed his craving. He will miss the rest of the match (Halflings have BIG appetites).
Range: Any opponent on the pitch
Succeeds on: 2+
Artificer
Race: High Elf, Elf
Successful Result: The magic of the spellcaster equips the targeted player with a random Magic Item for this match only. Roll a D6:
Lucky Day
Race: Human
Successful Result: The spellcaster's team gains an extra team reroll for this half only. If the team already has more team rerolls than turns remaining in the half, then the opposing team loses a team reroll for this half only.
Failure Result: The spellcaster's team loses a team reroll for this half only. If the spellcaster's team has no team re-rolls than the opposing team gains an extra team for this half only.
Range: No range
Succeeds on: 2+
Necromancy
Race: Khermi
Successful Result: Any one player in the Dugout who failed their Regeneration roll is now Regenerated and placed into the Reserves box.
Failure Result: No effect
Range: Dugout
Succeeds on: 4+
Swamp Call
Race: Lizardman
Successful Result: A target square and all eight adjacent squares become a puddle of magic mud for a brief instant and then harden again. All player in this 9 squares become trapped in the pitch. In order to escape, after declaring their action for that turn, the player will need to make an unmodified Strength roll (unmodified AG table roll using Strength). Failure means the player has a movement of zero for that turn. A player with zero movement may still pass, hand-off, cast , block adjacent opponets with no follow-up, or foul an adjacent opponent. The spell lasts for each trapped player until they succeed at the strength roll or the drive/half ends.
Failure Result: The square the spellcaster is standing in and all eight adjacent squares get swamped instead.
Range: Maximum of seven squares
Succeeds on: 3+
Summon Oni
Race: Nipponese
Successful Result: The Spellcaster successfully calls upon the demon spirit imps called Oni to assist the team. Oni are Yin/Yan demons which can bring blessing and curses equally. D3 Oni appear each being placed in empty squares as close to the Spellcaster as possible. An Oni has the following stats: (6/1/3/5 Dirty Player,Stunty,Horns). Oni may also (once per a turn) add +1 to any of their non-Blocking dice rolls before the dice is rolled. The Oni may take the number of players on the Nipponese team over 11 without penalty. The Oni may move the turn they were created. If any Oni attempts to block on the turn it was created, it must use the team's blitz action. The Oni will last until the end of drive or until it is Knocked Down at which point it disappears.
Failure Result: The Oni are not amused at being summoned. They whisk the Spellcaster away to "teach" him a few things. The spellcaster will miss the rest of the half. This will result in a turnover.
Range: The closest available unoccupied squares to the Spellcaster
Succeeds on: 4+
Blizzard
Race: Norse
Successful Result: The spellcaster changes the weather to a Blizzard until next Kick-off at which point the previous weather returns. During this Blizzard, the Norse players will only slip on a roll of 1 for Go For It squares and can still attempt to throw Long Passes.
Failure Result: No effect
Range: Weather
Succeeds on: 2+
Waaagh Armour
Race: Orc
Successful Result: For the rest of the game, the target player's armour and injury rolls cannot be modified. So skills(such as Mighty Blow), magic, or pitch types that would give a positive or negative modifier to armour and injury rolls are negated for this player.
Failure Result: No effect
Range: Anywhere on the pitch
Succeeds on: 2+
Warpfire
Race: Skaven
Successful Result: Target player is blinded for this and your opponent's following turn. The player may perform no actions, loses his tackle zone, and may not lend assists. However, the player will not drop the ball if he has it.
Failure Result: The spellcaster is blinded instead for this rest and YOUR next turn.
Range: Maximum of five squares
Succeeds on: 2+
Necromancy
Race: Undead
Successful Result: Any one player in the Dugout who failed their Regeneration roll is now Regenerated and placed into the Reserves box.
Failure Result: No effect
Range: Dugout
Succeeds on: 4+
Call Roots
Race: Wood Elf
Successful Result: A target player is hounded by the pitch itself. The roots under the pitch grab this player when they can. After declared his action for the turn, this player must make an unmodified Strength roll (unmodified AG table roll using Strength). Failure means his movement will be considered zero for that turn with no GFIs allowed. A player with zero movement may still pass, hand-off, cast, block adjacent opponets with no follow-up, or foul an adjacent opponent. In addition, the player affected by this spell gains the skill Stand Firm while the spell lasts. The roots will attempt to grab this player every turn until the next kick-off.
Failure Result: The roots grab the spellcaster at the start of each turn until the next kick-off.
Range: Maximum of seven square
Succeeds on: 2+