
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:
| # | Position | Cost | MA | ST | AG | AV | Skills | Traits | Skills Available |
|---|---|---|---|---|---|---|---|---|---|
| 0-16 | Apprentice | 70,000 | 6 | 3 | 3 | 8 | None | Magic Helmet, Spells L1, Conjure 3+ | General, Agility, Passing, Strength |
| # | Position | Cost | MA | ST | AG | AV | Skills | Traits | Skills Available |
|---|---|---|---|---|---|---|---|---|---|
| 0-1 | Magic Elemental | 130,000 | 6 | 5 | 3 | 7 | Mighty Blow | BIG GUY, Regeneration, Unstable | Strength |
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.
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