Colleges of Magic team

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Joemanji
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Colleges of Magic team

Post by Joemanji »

How 'bout this for a team idea? Based around the on-pitch spellcaster rules used in Galak's MBBL2 pbem league. If you are not familiar with these rules, you can find them at http://www.blood-bowl.net/Variants/Spellcasters.html.

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
On Pitch Spellcasters
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.

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orcdom
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Post by orcdom »

sweet idea, would love to see something like that.
Steve

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gken1
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Post by gken1 »

nice idea but I'd like to see each college get it's own choice of spells.

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Joemanji
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Post by Joemanji »

It's best to start with a solid, generic base. There is nothing to stop you building up from there, if you really wanted to. :)

Perhaps I should explain the though process behind the team. The team is human, and so the basic stat line is a given. I though the Colleges would hire BB players for their team, but that the chances of them attracting any skilled positionals would be slim. All that magic flying about would be pretty dangerous. So the Linemen are basic human linos, plain and simple. The stats for the Spellcasters was also fixed by Galak's rules.

The final addition was the Blocker position. I felt the team needed something else to make it competitive. This was stat line was suggested in another thread, and I really liked it. It gives the impression of a strong human, as opposed to a strong Orc etc. - much better in a mob than they are individually. I also thought the bouncer or bodyguard style fitted well with the wizardly theme.

I wanted the team to have some simple, effective and useful spells. Cheap and cheerful, if you will. :) Ones that would hopefully give them a little edge, rather than being massively destructive. I toyed with the idea of having each wizard roll on the open spell table. But that would leave the effectiveness of the team down to pure luck. You could get all Fireballs or all Weather Control.

By allowing coaches to choose from the 4 spells, they have some choice and flexibilty in team selection. And it is a bit more fun, of course! :D

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Jugular
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Post by Jugular »

The blockers may be too cheap. Gaurd is a very powerful skill i think 70k would be better.

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Dinaturz
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Re: Colleges of Magic team

Post by Dinaturz »

Nazgit wrote: 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.
???

How can this spell cause a turnover if cannot be cast on the ball carrier?

marco

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Joemanji
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Post by Joemanji »

The failure result means the caster gets knocked over. ANY player on the moving team getting knocked over is a turnover, unless otherwise stated. Which in this case it is.... :wink:

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Post by Dinaturz »

Nazgit wrote:The failure result means the caster gets knocked over. ANY player on the moving team getting knocked over is a turnover, unless otherwise stated. Which in this case it is.... :wink:
arghh... I read again my quote and... :oops: :oops: :oops:

You know, I have to stop to post comments from work, it hurts to my mental sanity! :lol:

marco

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