College of Magic

Original team concept credited by Tom Anders based on frequent requests for a team like it by Joe Hainstock.

Team Description:
Before they become serious and cranky wizards, apprentices have been known to form Blood Bowl teams as a youthful exercise in fun and to develop their combat spellcasting skills. To give them some muscle on the line they work together to summon an Elemental of pure magic energy, but this Elemental is difficult to hold together for the entire match.

Players:

#PositionCostMASTAG AVSkillsTraits Skills Available
0-16 Apprentice 70,000 6 3 3 8 None Magic Helmet, Spells L1, Conjure 3+ General, Agility, Passing, Strength

Big Guys:
#PositionCostMASTAG AVSkillsTraits Skills Available
0-1 Magic Elemental 130,000 6 5 3 7 Mighty Blow BIG GUY, Regeneration, Unstable Strength

Rerolls:
40,000
Apprentice Wizards do not get along but their minor magic cantrips and charms help them recover from mishaps during the game.

Big Guys:
The College of Magic team can have one Big Guy player. Big Guy players may not use Team rerolls.

Allies:
The College of Magic team cannot use allies.

Advance:
Apprentices on any normal skill roll can roll twice on the Open Spell table and pick the spell.
On doubles, Apprentices can gain a spell casting level or choose any spell from the Open Spell table.

Apothecary:
Standard rules

Head Coach:
Standard rules

On-Pitch Spellcaster:
The starting spell for a College of Magic Spellcaster is only Conjure. If a successful Conjure spell produces a Magic Helmet card for the College of Magic team, you must draw another Magic Item card to replace it.

Secret Weapons:
The College of Magic team does not use secret weapons.

Return to the Blood Bowl Main Page

College of Magic Team vistor number: