Wizard Spell |
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Thunderbolt:
You may cast this spell at the end of either player’s team turn, before the next team turn begins. Target any Standing opposition player anywhere on the pitch, and roll a D6: • On a roll of 3+, the player has been hit by the Thunderbolt. • On a roll of 1 or 2, the player manages to duck or dodge the attack. A Standing player hit by a Thunderbolt is Knocked Down. When a player is Knocked Down by a Thunderbolt, you may apply a +1 modifier to either the Armour roll or Injury roll. This modifier may be applied after the roll has been made. |
One Thousand Cuts:
You may cast this spell at the start of any of the opposition’s team turns, before any player is activated. Target any opposition player anywhere on the pitch, and roll a D6: • On a roll of 3+, the player is hit by a swirling storm of incorporeal dark magic. • On a roll of 1 or 2, the magic engulfs the player briefly before the spell dissipates harmlessly. Until the end of this drive, the MA, ST, and AG characteristics of a player hit by One Thousand Cuts are reduced by 1. |