From: books@fsunuc.physics.fsu.edu (Roger Books)
Subject: BloodBowl: Magic Rules (long)
Organization: FSU nuclear physics
Date: Fri, 20 Nov 92 13:32:40 GMT

The following is the current state of my rules for Mages in bloodbowl.


Mages are a much sought after commodity for bloodbowl teams.  Most mages would
prefer to be in the lab inventing new spells or spying on the other mages.
When they are not doing this they are usually spying on next weeks
Bloodbowl matchups trying to figure out who is going to win, and how to make
a profit off of it.  There are also many mages employed in the business of
breaking into the Cabal broadcasts so individuals don't have to pay to see
the game.  Of course, the Mages charge more than it would cost to have
cabalvision in your home, but many just don't believe in doing things on the
up and up.

There are a few mages who will work for a bloodbowl team.  Because of this,
and the potentially unbalancing affects mages could have on the game (they
could stop other mages from spying!!) guild rules state that only one
permanent mage is allowed per team.  Player mages with the advantage of 
spell-caster are only dabblers and do not count against this total.  
(Because of the following rules changes Very Intelligent should count as
spell-caster, or make up something else.)

Mages may be of any race.  They have stats of 2 less in all abilities
than their races linemen, with a minimum of 2 in everything except TL, CL, 
and AV.  TL and CL can be as low as the minus 2 makes it, AV is never less
than 7.  Mages count as one position on the field but two on the starting team
unless they are from a large race, then they count as 3 (2 on the field.)  
According to guild rules a mage may not cast spells into a bloodbowl game 
unless he/she/it is a starter.  They don't necessarily have to be on the field 
to cast spells and most will tell you they do not want to be on the field!  
It costs 4,000 GC to hire a mage, and they are payed 100 GC per magic point.  
A mage may be a star.  Star Mages roll a random player position (see Star 
Player Positions in the Star Players Book.)  They then get stats appropriate to
that position instead of their normal stats.  There are no other benefits
to a Star Mage.  A Star Mage must be payed as the player position they are
in addition to their base pay.

Mages get 1 experience point per game they are starters plus any points 
earned by creatures they summon, players they injure or kill, and all the 
other ways experience is normally earned.

Starting attributes:

  Mages start with 4 magic points.  This can be increased by one for ten
training points.  They also start knowing four spells from the following
list.  A new spell may be learned for 5 training points.

Casting Spells:

  To cast a spell the mage rolls 1d6 and adds their max spell points or
3, whichever is greater.  If the result is 7 or greater the spell goes off.
On a natural 1 the reverse of the desired affect occurs.  On a 0 or less
the mage is hurt and must roll on the injury table.  This can only occur
if an opposing mage is casting a dispel.

Spells:


Change Weather:
  Cast Cost: 1 MP
  This spell allows the caster to change the weather by one step on the
weather chart.  It may be cast once per team per touchdown.  A natural 1
means the weather goes the opposite of the intended direction.

Clairvoyance:
  Cast Cost: 1 MP
  Functions as a spy for the team.  This spell may only be cast once per
team per game and must be cast before the first player is set up on the
field.  On a natural 1 on the cast roll false information is acquired,
giving the opposing team an extra team re-roll during the game.  (I modified
this to make it different than the potion Chris Baldwin mentioned so the
potion is still useful.  I would appreciate a post/e-mail of his potions.)

Dispell:
  Cast Cost: 1 MP
  This is the only spell that may not be dispelled.  (You can't dispell
a spell that fuzzes other spells.)  For every one greater than 6 that the
casters roll + max MP is the opposing mage subtracts one from their spell
cast.  Note this spell is rather dangerous to the caster, a natural 1
causes the caster to roll on the injury table.

FireBall:
  Cast Cost: 1 MP
  See the Grenade Rules in the Companion.  The fuse table is not used,
a natural 1 on the cast roll is the same as a 3 or less on the fuse table.
If this happens in the Dug-Out all players in the reserves box must make
an armor roll to avoid injury.  The mage still must use his TL to place
the fireball.

Levitation:
  Cast Cost: 1 MP
  Cast on a down player immediately causes him to immediately stand up.  On
a natural 1 the player is placed face down and must make an armor roll to
avoid injury.

Long Block:
  Cast Cost: 1 MP
  A successful casting of this spell allows the caster to make a strength 1
block of any player on the field.  A natural one means the caster takes a 
strength one block.

Maintain/Create Undead:
  See the following on Undead.

Slow
  Cast Cost: 1 MP
  Decreases a players MA by one until the next touchdown.  A natural one
increases the Players MA by one until the next touchdown.

Speed:
  Cast Cost: 1 MP
  Increases a players MA by one until the next touchdown.  A natural one
decreases the Players MA by one until the next touchdown.

Summon Elemental:
  Cast Cost: 2 MP
  This spell summons either an Earth of Air Elemental of the casters choice.
On a 1 an Earth Elemental comes but is berzerk and will first block the 
caster (even in the Dug-Out) and then precede to the nearest player on it's
next turn.  This will continue until the Earth Elemental is nocked down, at
which point it leaves.  An Air Elemental will engulf the spell caster until a
touchdown, this causes the caster to be at -1 to all actions, including spell
casting.  (This could cause an injury if a 1 is rolled on a spell.)

  Earth Elemental: MA:4, SP:+0, ST:8, AG:2, TS:-2, CL:-2, AV:10
   Special Abilities: Mighty Blow (2) and Toughness (4), any result of
    stunned or worse eliminates the elemental.  An Earth Elemental counts
    as a large player.

  Air Elemental: MA:8, SP:+0, ST:0, AG:0, TS:+1, CL:+2, AV:NA
   Special Abilities:  May not be blocked.  Usually the ball
     is stripped from them.  If one is tackled this only has the affect
     of stripping the ball from them and giving it to the tackling player.
     An Air Elemental may not Block, Tackle, or Strip the Ball.

  Water Elementals:   Cannot be summonned as they tend to drain away.
  Fire Elementals:  Cannot be summoned as they tend to go out without a large
                    source of fire.


-----------------------------------------------------------------------------

Undead:
  After looking through the undead rules I came up with the alternate set
of rules.

  An undead team starts with 60 magic points to create their team.  This gives
them enough to have a reasonable team and one star player.  The create costs
as follows:

   		Lineman		2 MP
		Catcher		3 MP
		Thrower		4 MP

		Undead Champion	+5 MP to the base.
		Star Player Pt	+5 MP per SPP, with no more than the
					player had in life.  On a
					new team this is as many as you
					can afford. (Not many)

  To maintain the Undead you add up the create costs of all of them and 
divide by 10.

  A team does not get the 1d6+4 MP mentioned in the Companion.  As such
they normally hire a mage after their first game.  In addition to the
Mage they can hire temporary mages (as guild rules do not allow more than
1 full time mage on a team) at a rate of 2,000 GC per Magic Point.  (At the 
1,000 level mentionned the team could become overpowering by the end of
the season.)  The teams mage does not have to be a starter to create/maintain
undead, although he does need to know the spell.  If the mage is not a starter
he, of course, gets no experience points.  These rules should ensure that
an undead team is not destroyed by one bad roll, but this should not make them
ultra-powerful.
______________________________________________________________________________

Comments and criticisms are welcome.  New spells are also welcome.
Someone want to write up Summon Extra-Demonsional creature?

Roger
books@fsunuc.physics.fsu.edu
Newsgroups: rec.games.board