From: baldwin@carina.unm.edu (Chris Baldwin)
Subject: Re: BloodBowl: Suggestion for Magic
Date: Mon, 09 Nov 92 14:43:22 GMT
Organization: Atheist for the Development of a Better God

In article <books.89.0@fsunuc.physics.fsu.edu> books@fsunuc.physics.fsu.edu (Roger Books) writes:
>Now if everyone will tell me what method they like best and if some people
>will send me likely spells (I'll look over the ones in the book myself) I'll
>write it up and post it to the net.

	From looking at your suggestions, I think that I like the option
that allows a spell caster to know a list of spells(I would say he knows
the number of spells equal to the number of MP's he has.). This is the
way we do apothecaries, and I think that it would work ok for spell casters.

>Spell Name: Weather Control
>Cast Cost:  1 MP  
>the casters max Magic Points (assumes points go up with 
>experience,) if the total is 7 or over the spell goes off.  On a roll of 1 
>the spell has the opposite affect.
	I think that all spells should have this restriction. I have been 
playing Rolemaster for a long time and I really like the idea of spell
failure. If you really want to make this complicated, add a spell mastery
skill to change the effect of a known spell and Extraordinary Spell
Failure to allow the spell caster to cast spells that he can't normally
cast. I'm only sorta kidding.

>As another suggestion any spell points not used by an undead teams mage
>may be used later for maintaining/reanimating.
	If you league does not allow you to buy extra MP's this may be
necessary to keep a full team up and running.

	Speaking of Undead teams, we recently added a rule to our draft
system regarding Undead Champions. Normally, every month a player has a
1 in 6 chance of leaving the draft pool, if he is not selected. The
addition we made was that of those that leave there is an addition 1 in
6 chance that he died and is now available for an undead team to hire
a grave robber, snatch the body and animate them. 
	We don't use the normal Undead Champion rules. Instead, an
undead team must hire a grave robber to steal the body of a star who
was killed. Up until now, this has been limited to those stars who
were killed, but not eaten during a game. As we have started to get
more interest in undead teams, the number of Undead Champions has
been VERY low. 

Anyway, here are a few suggested spells:
Fireball: axactly the same as throwing a grenade(including the chance
for it to fizzle out or to blow up the caster.).

Make pit: We don't use the trap rules at all, so it might be nice to
have a spell that would create a normal pit on the field. To keep
it from becoming too powerful, I think that you should not be able to
cast this spell on an occupied space.

Claivoyance: We have a potion that does this, but a spell would be good.
A roll of 1-3 means you get to see what Dirty Tricks your opponent has
brought to the game. On a 4-5 your opponent must reveal the number and
type of 1 DT that he brought and on a 6 you get to see what potions
he has in stock.

Levitation: Cast on a downed player to make him stand up. Alternatively,
it can be cast on a player in a pit to get him out of the pit.

Speed: Doubles the players MA(but not his SP) for 1 turn. The player may 
not move during the next turn.




-- 
Chris Baldwin                | Once again, Russ has saved the day through the 
baldwin@carina.unm.edu       | proper use of high explosives.  
                             |		 -Dan Sorenson
"Is it just a coincidence that aliens always choose to abduct stupid people?"