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. |
Rampant Mutation:
You may cast this spell at the start of any of the opposition’s team turns. Choose a player on your team from among those on the pitch, and roll a D6: • On a roll of 2+, until the end of this drive that player gains two Mutation skills of your choice. • On a roll of 1, the player becomes a writhing mass of flesh as raw chaos energy flows through them momentarily. The player gains the Disturbing Presence skill until the end of this drive. |