The Colleges of Magic, situated in Altdorf, are the foremost schools of magic in the Old World. The Colleges are reknowned for providing their services to any team wanting an edge over their opponents. As tends to happen, some of the more youthful and athletic wizards decided that it would be a lot more fun to actually play Blood Bowl, rather than just watch it. College teams follow the pattern of most wizardly endeavours; surround yourself with burly henchmen, and hope you don't get hit before you manage to cast a spell.
The Colleges usually enforce a number of licences and restrictions on any team wishing to make use of the magical arts. Of course, they tend not to apply these quite so vigorously to their own teams! This has led to college teams fielding more spellcasters than would normally be allowed. Most referees tend not to make too much of a fuss about this. Well, not unless
they feel like spending a few days as a slimy toad!
Code: Select all
0-12 Linemen 50k 6 3 3 8 - {Gen}
0-4 Blockers 60k 5 3 3 8 Guard {Gen,Str}
0-4 Wizards 100k 6 3 3 7 Spellcaster {Gen}
Re-roll counter: 60,000 gold crowns
A Colleges of Magic team is an exception to the normal rules, in that it can have 4 spellcasters instead of the normal limit of one. A Wizard will start will two spells, one of which will always be Conjure. The second spell must be one of four detailed below: Enchant, Blast, Net and Blink.
Name: Enchant
Target: Self or any one friendly player.
Successful Result: The target may add 1 to a single characteristic (ST, AG etc,) for the remainder of the drive. Declare which characteristic will be effected before rolling to cast the spell.
Failure Result: The target must subtract one from the chosen characteristic for the remainder of the drive.
Range: Anywhere on the pitch.
Suceeds on: 2+
Name: Blast
Target: One opposing player.
Successful Result: The target counts as being blocked by a player with ST 4 and Push. An "attacker down" result has no effect. The target may be pushed back in any direction that is not obstructed by another player, where appropriate.
Failure Result: No effect.
Range: Seven squares.
Suceeds on: 2+
Name: Net
Target: One opposing player.
Successful Result: Place the target prone, but do not roll for Armour or Injury. Net cannot be cast on a player who is holding the ball.
Failure Result: The caster is placed prone. This does not count as a turnover unless he was holding the ball, in which case it willl scatter as normal.
Range: Seven squares.
Suceeds on: 2+
Name: Blink
Target: Self or any one friendly player.
Successful Result: The player vanishes in a puff of smoke! He must immediately reappear in another unoccupied square within D3 squares of his original position.
Failure Result: If the casting roll fails, or there is no square in which the player can reappear, the target should be moved to the Reserves box. This does not count as a turnover unless the target was holding the ball, in which case it willl scatter once from his original square.
Range: Anywhere on the pitch.
Suceeds on: 2+
Advancement
Players and spellcasters on a Colleges of Magic team advance as normal. A Wizard may choose to learn one of the spells Blast, Enchant, Net or Blink in place of a normal skill.