On Pitch Spellcasters for Blood Bowl

Note: This information was written by Gaius Audaxx and originally present at www.mlaf.de. It has been updated for use with our league, put it more in line with 4th edition rules, and some recommended changes from Doug Webber, Milo Sharp, and John Kipling Lewis.

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. One other important rule change, if you play a Daemon team, you cannot field any player with Daemonic Aura unless the On Pitch Spellcaster is on the pitch as well. If the On Pitch Spellcaster leaves the pitch, all players with Daemonic Aura immediately leave the pitch as well. If the On Pitch Spellcaster is killed, all players with Daemonic Aura are killed as well. Players with traits that are dependent on a Spellcaster (Daemonic Aura, Wizard Link, or Elemental Link) may not be Spellcasters as themselves.

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 50,000 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. 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, but also earns one SPP for every spell he successfully casts. A spellcaster from another race may NOT be taken as an ally for a mixed race team.

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:

  1. Pick a skill or trait per the rules for doubles rolls
  2. Increase his Casting Level by 1.
  3. Roll twice on the Open Spell Table and choose one of the two different unknown spells rolled to learn. Reroll any Open Spell table results of 18. If either roll is a 3, choose any open spell to learn.
Only spellcasters may roll on the Open Spell Table, other players may never gain spells off this table, even if they roll doubles on their Star Player Roll. If a spell is rolled that is already know, the spellcaster may roll again.

Open Spell Table

3D6 ResultSpell learned
3Choose any Open Spell
4Knowledge Drain
5A Soul in Chains
6Medusa's Gaze
7Speed of Light
8Healing Hand
9Lightning Bolt
10Zap!
11Guidance
12Fireball
13Mischevious Imp
14Weather Control
15The Long Door
16Invisibility
17Time Bubble
18Casting Level increases by 1

How to cast spells

A Casting action is added to the list of actions that must be declared and may be performed once per the active turn (like Foul, Pass, Blitz). The spellcaster may move as part of the Casting action before he attempts to cast the spell and name the target (if any), but may not move after attempting to cast the spell. The spellcaster rolls a D6 to find out if the spell was cast successfully. This roll is modified with -1 per enemy tackle zone the spellcaster is in. The successful casting of a spell gives the caster one SPP - successful only means that the D6 roll mentioned above was successful, so a Lightning Bolt might miss the intended target but still gives the caster a SPP. A spellcaster does not gain SPP from casualties caused by a spell. To be able to cast a spell, the spellcaster must be on the field and standing. Only one spell may be cast per a turn, no matter what Casting level the spellcaster is. Dice rolls involved with casting a spell may NOT be re-rolled. Failure to cast a spell does not result in a turnover unless the spell states that it does.

Every spell has seven components:

  1. The spell's name
  2. The spell is either Open (available to any spellcaster) or Race Specific (available to only one race as a starting spell)
  3. The successful result for the spell
  4. Duration of the spell (this is listed in the successful result if there is a duration)
  5. The failure result for the spell
  6. Maximum range of the spell
  7. The result needed on the Casting roll for the spell to succeed

Open Spells

Knowledge Drain
Successful Result: Add the level of the spellcaster to the Casting roll and subtract the opposing spellcaster's level (in addition to -1 penalties for opposing TZs). If the spell succeeds, the opposing spellcaster may not cast any spells for the remainder of the game. A result of 6 before or after modification is always a success. If the spell succeeds, make a second Casting roll using the same rules as the first for this spell, a failure has no effect, but a success allows the spellcaster to permanently learn one spell that the opposing spellcaster knows (including racial spells).
Failure Result: The spellcaster may not cast any more spells for the rest of the game. A result of 1 before or after modification is always a failure.
Range: Opposing spellcaster in an adjacent square
Succeeds on: 4+

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+

Race Specific Spells

The starting spell known by a spellcaster is determined by his race. Race specific spells cannot be learned by any other race (unless learned through the Knowledge Drain spell).

MBBL2 rules: The MBBL2 still allows in a few special rules for the old Special Play Cards even through we use the Handicap table instead of SPCs in our league. As a result of that, in the MBBL2 all spellcasters start with their Race Specific Spell AND the spell Conjure. NOTE: this rule change is not recommended for leagues wanting to use on-pitch spellcasters but that do not use special play cards at all.

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+

Teleport
Race: Albion Wanderers
Successful Result: Place throw-in template next to any player on your team. Roll for direction. Then roll a D6 to determine the number of squares moved. After the move, roll another D6, on a 1 the player falls down in that square from being disoriented (opponent makes armor and injury rolls as normal). If the square the player is teleported to is occupied, place the player in the closest unoccupied square to the square the player would have teleport to (coach's choice if there are 2 or more.) If the square the player was to be teleported to was occupied, the player will fall down from being disoriented on a roll of 1, 2, or 3, instead of a 1. If a player is teleported into the crowd, make a crowd injury roll for the player as normal. NOTE: if player is teleport PAST the endzone, it does not count as a touchdown. The player suffers a crowd injury and the ball is thrown in for the endzone square the player left the pitch from.
Failure Result: The targeted player uses the scatter template to determine direction and uses 2D6 to determine the number of squares.
Range: Any of your players on the pitch
Succeeds on: 2+

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+

Cry of Jyhad
Race: Araby - Holy
Successful Result: All standing players on the Holy Araby team other than the Spellcaster receive +1 ST, Mighty Blow, and Frenzy until the end of the turn. At the end of the turn, lay all players effected by this spell prone on the field and make armour/injury rolls as normal to see if they hurt themselves during their religious frenzy.
Failure Result: No effect
Range: All players other than the spellcaster standing on the pitch
Succeeds on: 4+

Necromancy
Race: Araby - Unholy
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+

Enrage
Race: Barbarian
Successful Result: All the Barbarians on the field have a moment of total focus and clarity on the match, and By Thrud they want to win. All Barbarians for rest of this turn are treated as not having Wild Animal, Bonehead, or Single Minded!. In addition, any Barbarian using the Beserker Rage this turn, will not have to make an injury roll at the end of the turn.
Failure Result: The spellcaster falls down and must make an injury roll. This will result in a turnover.
Range: All Barbarian players on the pitch
Succeeds on: 2+

Close Call
Race: Border Princes
Successful Result: One stunned opponent snaps to his senses and immediately believes that that last hit he took almost ended his life. The player immediately leaves the field to consider his career/life and misses the rest of the match.
Failure Result: The stunned opponent snaps to his senses and wants to get back into the game. Place the stunned player upright.
Range: Any stunned opponent on the pitch.
Succeeds on: 3+

Blessing
Race: Bretonnian
Successful Result: The team is blessed by the Gods - every action performed in this turn (and only this turn) can be re-rolled as if a team reroll has been spent. You still cannot re-roll a single action more than once.
Failure Result: No effect
Range: Entire team
Succeeds on: 4+

Warp Bolt
Race: Chaos, Chaos Beastmen, or Chaos Warrior
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 Casaulty roll for the the Spellcaster. This will result in a turnover.
Range: Seven squares
Succeeds on: 3+

Ravenous Hunger
Race: Chaos Halfling (Chaos-Yum)
Successful Result: This can be a delayed action spell. If successfully cast, then all players on the opposing team gain the Gluttony trait for the entire or remainer of the second half and any overtime period for this match. If an opposing player has the Always Hungry trait, they will fail this Gluttony roll on a D6 roll of 1, 2, OR 3 instead of just 1.
Failure Result: The Spellcaster immediately is overcome by hunger and will spend the rest of the entire match eating (thus missing the rest of the game). This will result in a turnover.
Range: Entire opposing team
Succeeds on: 4+

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+

Khorne's Gift
Race: Daemon - Khorne
Successful Result: Select a player from your team that does not have Daemonic Aura. That player's Strength is doubled for the rest of the drive. In return for the gift of strength, Khorne demands that this player scores one casualty (either from blocking or fouling) after the spell is cast. If at the end of the game the player has not scored a casualty subsequent to the spell's casting, the player must immediately roll on the Casualty table and apply the results to himself.
Failure Result: The Spellcaster receives the effects of Khorne's Gift.
Range: Any player on the team without Daemonic Aura
Succeeds on: 3+

Stream of Corruption
Race: Daemon - Nurgle, 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+

Aura of Slaanesh
Race: Daemon - Slaanesh, Slaanesh Elf
Successful Result: Select a player from your team. That player is surrounded by the Aura of Slaanesh for the rest of this and your opponent's next turn. Any opposing player attempting ANY action (including movement) within the tackle zone of this player must first roll a successful unmodified Agility roll. If the Agility roll fails, the player is so enthralled by the decadent images in their mind that may NOT move, lend offensive/defensive assists, or perform any further actions during this turn. This will not result in a turnover. A separate agility roll is required for each move or action attempted while in the tackle zone of the player with the Aura.
Failure Result: The Spellcaster's mind is filled with his favorite fantasies and he will miss the rest of the half as he enjoys the mental show. This will result in a turnover.
Range: Any player on the team
Succeeds on: 3+

Random Event
Race: Daemon - Tzeentch
Successful Result: The chaotic magic of Tzeentch is some powerful but unpredictable stuff. Roll a D6, to see what the result of this spell was:

Failure Result: The randomness of Tzeentch magic backfires on the Spellcaster. Roll a D6 to see what Failure Result occurs. Range: There are no range limits on any of this spell's effects.
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+

Firebreathing
Race: Draconian
Successful Result: The Spellcaster breathes a Fireball using the Lightning Bolt template which may be placed starting at any point on any edge of the square in which the Spellcaster stands. . The Spellcaster coach may roll a D6 for any player hit by the Lightning Bolt (a player counts as hit if the Bolt template would cover a dot placed in the exact middle of the square in which the player stands.) 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..
Failure Result: Nothing Happens
Range: Lightning Bolt Template
Succeeds on: 2+

Rune of Protection
Race: Dwarf
Successful Result: No spells may be cast by the opposing spellcaster for the rest of the match. If the opposing team has any Magic Items, they cannot be used for the rest of the match. If your league still allows special play cards, then the opposing team may not play any Magic Item special play cards for the rest of the match.
Failure Result: No effect
Range: Opposing team
Succeeds on: 2+

Sweet Slumber
Race: Forest Folk
Successful Result: The Spellcaster sends forth a peaceful, slumber-inducing melody. Pick any one player on the field within seven squares and roll two dice, adding the scores together. If the roll is greater than or equal to double the opponent's s agility, the target player succumbs to the spell and momentarily drifts off to sleep. Place the victim stunned (Apothecaries may not alter this). If the target player was carrying the ball then it will scatter once from his square.
Failure Result: The Spellcaster falls asleep and is placed Stunned on the pitch. This will NOT result in a turnover.
Range: An opponent within seven squares of the spellcaster.
Succeeds on: 4+

Shaman Potpourri
Race: Forest Goblin and Night Goblin
Successful Result: Select two players on the pitch from the same team (either your or your opponent's). Then roll a D6 to see the spell's effect.

Failure Result: Nothing Happens
Range: Any two players on the pitch from the same team
Succeeds on: 2+

Dirty Play
Race: Gnome
Successful Result: You may draw one Dirty Trick Special Play card.
Note: if your league does not allow any special play cards, then D3 random players on the spellcaster's team gain Dirty Player if they do not already have it for the rest of the game.
Failure Result: Nothing Happens
Range: The Dugout
Succeeds on: 3+

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+

Spontaneous Construction
Race: Golem
Successful Result: A tiny Golem is formed from the bits of players lying around the pitch. This Golem may be summoned into any empty square on the pitch. The type summoned depends on what player "parts" are must abundant on the pitch. If the Golem team has caused more casualties then their opponent, then a Mannequin is summoned (6/1/3/5 Dodge,Stunty,Side Step,Sure Hands). If the Golem team has suffered more casualties or if the opponent is a Golem or Robot team, then a Dreadmini is summoned (3/4/1/5 Claw,Stunty). If the casualty count is tied, roll a D6 (1-3=Mannequin, 4-6=Dreadmini). This created Golem may take the number of players on the Golem team over 11 without penalty. The created Golem may move the turn it was created. If the created Golem attempts to block on the turn it was created, it must use the team's blitz action. The created Golem will last until the end of drive or until it is Knocked Down at which point the spell ends.
Failure Result: Nothing happens.
Range: Any unoccupied square 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+

Curse
Race: Halloweenies
Successful Result: A Curse spell may be targeted at the entire opposing team or just one player. If targeted at the entire opposing team, the team loses D3 re-rolls for the rest of this half (cannot go below zero). If targeted at a single player, that player ages to an extremely old age. For the rest of the half, this player is considered to have a Strength of 1 and an Agility of 1. The cursed player also has a +1 modifier for any injury roll made against him (brittle bones and all).
Failure Result: Nothing happens.
Range: Dugout or any opposing player on the pitch.
Succeeds on: 4+

Artificer
Race: High Elf
Successful Result: The magic of the spellcaster equips the targeted player with a random Magic Item for this match only. Roll a D6:

Failure Result: A random player on the opposing team gains a random Magic Item for this match only.
Range: Any of your players on the pitch
Succeeds on: 3+

Wyvern's Sting
Race: Hobgoblin
Successful Result: This spell has two different effects.

Failure Result: Nothing happens.
Range: Any of your players on the pitch or in Reserves.
Succeeds on: 4+

Lucky Day
Race: Human and Half-Orc
Successful Result: The spellcaster's team gains an extra team reroll for this half only. If the team has 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+

Calling the Beast
Race: Kislev
Successful Result: A non-Werebear player is immediate changed into a Werebear player as the Kislev bear spirit inside them all burst forth. The player get -2 MA, +2 ST, -1 AG, +1 AV and gains the Bear Hug and Outrage traits until the end of the drive.
Failure Result: The player changes to a Werebear fails but the effects on his body of trying to change will Knock Out the player. This will result in a turnover.
Range: Any non-Werebear player on the pitch
Succeeds on: 3+

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+

Taming the Beast
Race: Lycanthrope
Successful Result: A player in human form is changed to his Were form without being placed prone. In addition that player does not have the Outrage trait for this drive only. This spell lasts until the next Kick-off.
Failure Result: The player in human form is still changed to his Were form without being placed prone but instead of Outrage, the player gains the Wild Animal trait until the next Kick-off.
Range: Anywhere player in human form on the pitch
Succeeds on: 2+

Zen for Animals
Race: Minotaur
Successful Result: For the rest of the half, a targeted player with Wild Animal may play as if he did not have this trait (but he may be moved before other players with Wild Animal without causing an Illegal Procedure call.)
Failure Result: The player enters such a blood rage for the rest of the half that this player must be moved first (even before other Wild Animals). If there is any adjacent player from either team, this player MUST throw a block at one of them. If there are no adjacent players, he MUST use the team's Blitz move to Blitz the nearest player from either team. This will result in a turnover, if the player fails to actually Block or Blitz anyone on a given turn. If this player is prone, he will jump up and blitz the closest player from either team.
Range: Any player on the pitch with Wild Animal
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+

Smart Shot
Race: Ogre
Successful Result: For the rest of the half, a targeted player with Bone-Head may play as if he did not have this trait.
Failure Result: The targeted player must play the rest of the half as if he had Really Stupid.
Range: Any player on the pitch with Bone-Head
Succeeds on: 3+

Waaagh Armour
Race: Orc and Half-Orc
Successful Result: For the rest of the game, the target player's armour and injury rolls cannot be modified. So skills, 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+

Miraculous Recovery
Race: Shallya
Successful Result: Roll a D6 for EVERY Prone, Stunned, KO'd, Badly Hurt, Seriously Injured, and Dead player from BOTH teams. On a 2+, the player is stood upright if Prone/Stunned or moved to Reserves for any other injury condition. On a 1, nothing happens
Failure Result: Nothing happens
Range: All players on the pitch and both Dugouts
Succeeds on: 5+

Sigmar's Blessing
Race: Sisters of Sigmar
Successful Result: Any non-blocking dice roll (one or two dice) made by any player on the team receives a +1 bonus. Examples would include Go for It, Catch, Pass, Armour, Injury, Specific Injury, Picking up the Ball, Hand Offs, etc. This spell last for this turn only.
Failure Result: No effect.
Range: All of your players on the pitch
Succeeds on: 3+

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+

Strength in Numbers
Race: Snotling
Successful Result: For the rest of this turn, treat all unoccupied squares in the eight squares adjacent to a player as being occupied by Snotling players. These players may not move or perform actions, but do have Tackle Zones and can give offensive assists if they are not in an opposing tackle zone.
Failure Result: No effect
Range: Anywhere on the pitch
Succeeds on: 2+

Spectral Hand
Race: Spirit
Successful Result: A huge ghostly hand is summoned onto the pitch by the Spellcaster which can reach out and hold fast the opposition. The hand may be placed into any unoccupied square within the casting range. 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, however if it blocks the turn it was created it must use the team's blitz action. 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 over 11 without penalty.
Failure Result: No effect
Range: Any unoccupied square within a maximum of thirteen squares from the Spellcaster
Succeeds on: 3+

Rapid Growth
Race: Treefolk or Treeman
Successful Result: This spell causes a small plant/seed on the field to grow into a Treeman player for the duration of the spell. This created Treeman player may be grown in any empty square on the pitch. This Treeman will have the following stats: MA: 0, ST: 6, AG: 0, AV: 10 with Mighty Blow and Stand Firm. The spell/created Treeman will last until the end of the drive or until it is knocked down. This created Treeman may NOT: move, follow-up, attempt to catch, hand-off, intercept, or grab/pick-up the ball in ANY manner. The created Treeman may block without follow-up, lend assists, and does extend a tackle zone. If the created Treeman attempts to block the turn the Rapid Growth spell was cast, it must use the team's blitz action for that turn. The referee will not call a penalty if this created Treeman takes the number of players on the field for the Treeman team above 11.
Failure Result: A created Treeman grows on the square where the Spellcaster was standing. The Spellcaster is thrown into the air by the rapid growth of the created Treeman. The Spellcaster becomes Badly Hurt. This will result in a turnover.
Range: Any empty square on the pitch.
Succeeds on: 3+

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+

Mist Form
Race: Vampire
Successful Result: Target player (from either team) becomes mist for the rest of this turn. The player loses his tackle zone, may not lend assists, cannot throw blocks or blitzes, and may not pick-up, catch, or carry the ball. If the player was carrying the ball, it will drop and scatter one square (which will result in a turnover if you cast it on your ball carrier). The player may ignore tackle zones and may even pass through occupied squares. Other players may pass through the square that he is standing in as well. When the player rematerializes at the end of the turn, if another player is standing in the same square both players are knocked over (make AV and Injury rolls). The player that was not gaseous is placed in an unoccupied square (use scatter template to determine). Casting this spell on an opponent is more difficult.
Failure Result: No effect
Range: Maximum of seven squares
Succeeds on: 3+ / (4+ for opponents)

Where'd He Go!
Race: Wee Folk
Successful Result: All players on the pitch (standing, prone, or stunned) on the Wee Folk team may move to one unoccupied adjacent square for free. This move does not require a Dodge roll and does not count towards the player's total movement allowance for that turn. These movements may not be Diving Tackled, Jammed, or Shadowed.
Failure Result: Nothing happens.
Range: All Wee Folk players on the pitch
Succeeds on: 5+

Slow Time
Race: Wild Cards
Successful Result: The Spellcaster may take two actions after the casting action. This can even break certain normal game rules. The player may blitz then pass, blitz twice, foul twice, etc. The Spellcaster may move a total number of squares equal to twice his normal movement for this turn. Any movement made before the spell is cast is subtracted from the double movement allowance. The Spellcaster is allowed to use 4 Go For Its (6 if he has Sprint).
Failure Result: Nothing happens
Range: The Spellcaster
Succeeds on: 2+

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+