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MLAF Magic System

Each race may recruit up to one spellcaster, who is listed on the roster like an ordinary player and usually has to be on the field to cast his spells. Just like an ordinary player, he can perform actions and gain SPP, however, in addition to that, he is able to cast a spell (at least) once per game - a successfully cast spell gains him 1 SPP. Rookie spellcasters begin in level 1, meaning they may cast a spell once per game. Should their level increase, they are allowed to cast one spell per level - so a level 3 spellcaster would be allowed to cast three spells per match. A spellcaster takes up one special player slot, so teams with a spellcaster on the roster may have only one other special player.

Position        Race        MA ST AG AV  Skills                                Categories        Cost
Siren           Amazon       6  3  3  7  Dodge,Level 1,Siren Song              Gen,Spells     100.000
Muezzin         Araby        6  3  3  7  Level 1,Cry of Jyhad                  Gen,Spells      80.000
Priest          Bretonnian   6  3  3  8  Level 1,Blessing                      Gen,Spells     100.000
Chaos Priest    Chaos        5  4  3  9  Level 1,
Dark Initiation               Gn,St,Mu,Sp    200.000
Blacksmith      Chaos Dwarf  4  3  2  9  Blk,Tak,ThSk,L-1,Rune of Fear         Gn,St,Spells   140.000
Sorcerer        Dark Elf     6  3  4  8  Level 1,Tormented Soul                Gn,Ag,Spells   140.000
Runesmith       Dwarf        4  3  2  9  Blk,Tak,ThSk,L-1,Rune of Deflection   Gn,St,Spells   140.000
Wauler          Feline       6  3  3  7  Jump Up,Level 1,Caterwauling          Gn,Ag,Spells   100.000

Botcher         Goblin       6  2  3  7  Ddg,Stnty,RiSt,Lvl 1,Evil Twin        Ag,Spells       80.000
Apprentice      Halfling     5  2  3  6  Ddg,Stnty,RiSt,Lvl 1,Shift of Power   Ag,Spells       60.000
Wizard          High Elf     6  3  4  8  Level 1,Librarian                     Gn,Ag,Spells   140.000
Mage            Human        6  3  3  8  Level 1,Clairvoyance                  Gn,Spells      100.000
Black Mage      Khemri       5  3  3  7  Block,Guard,Reg,Level 1,Necromancy    Gn,St,Spells   180.000

Tinker          Lizardman    8  2  3  7  Dodge,Stunty,Level 1,Swamp Call       Gen,Spells     140.000
Shaolin Priest  Nippon       6  3  3  8  Level 1,Dragon Claw                   Gen,Spells     100.000
Ice Witch       Norse        6  3  3  7  Block,Level 1,Blizzard                Gen,Spells     100.000
Shaman          Orc          5  3  3  9  Level 1,Tattoos                       Gen,Spells     100.000
Screecher       Simian       6  3  3  8  Sure Feet,Level 1,Screech of Frenzy   Gen,Spells     140.000

Warper          Skaven       7  3  3  7  Level 1,Warpfire                      Gn,Mu,Spells   100.000
Skeleton King   Skeleton     6  3  2  8  Reg,Level 1,Necromancy                Gen,Spells     100.000
Black Mage      Undead       7  3  3  7  Dodge,Level 1,
Necromancy              Gn,Ag,Spells   140.000
Blood Mage      Vampire      6  3  3  8  Level 1,Form of Mist                  Gen,Spells     100.000
Moon Priest     Were         6  3  3  8  Level 1,Taming the Beast              Gen,Spells     100.000

Druid           Wood Elf     7  3  4  7  Level 1,Call Roots                    Gn,Ag,Spells   140.000
Zombie Master   Zombie       5  3  2  9  Reg,Level 1,Necromancy                Gen,Spells     100.000

Spellcasters are entitled to Star Player Rolls just like other players when they have accumulated the appropriate amount of SPP. On a roll of 2-9 they may either pick a skill from the categories accessible to them, or they may roll on the Spell Table to learn a new spell. Learning a spell on that table is automatic, the success roll mentioned there is for successfully casting it later. Should they roll doubles on the Star Player Roll, they may either pick a skill from any category (Chaos Priests and Skaven Warpers may choose a physical skill) or choose any spell from the Spell Table or increase their level by 1.
If a roll on the Spell Table would give the spellcaster a spell he already knows, increase his level instead by 1. Only spellcasters may roll on the Spell Table, other players may never do that, not even if they roll doubles on their Star Player Roll.
 

Spell Table

 3D6  Spell                  success
  3   choose a spell            auto
  4   A Soul in Chains           4+
  5   Medusa’s Gaze              3+
  6   Speed of Light             3+
  7   Power Drain                3+
  8   Healing Hand               2+
  9   Lightning Bolt             2+
 10   Toad                       2+
 11   Guidance                   2+
 12   Fire Ball                  2+
 13   Counterspell               2+
 14   Weather Control            3+
 15   The Long Door              3+
 16   Invisibility               3+
 17   Time Bubble                4+
 18   increase your level by 1  auto

How to cast spells

The casting action has to be called in advance just like a Foul, Blitz or Pass action. Then the spellcaster may move before he announces what spell is cast and who is the target (if any). He then rolls a d6 to find out if the spell was cast successfully, this roll is modified with -1 per enemy TZ the spellcaster is in. The successful casting of a spell gives the caster 1 SPP - successful only means that the d6-roll mentioned above was successful, so a Lightning Bolt might miss the intended target but still give the caster an SPP. A spellcaster does not gain SPP from casualties caused by a spell. Unless the spell description states otherwise, the spellcaster must be on the field and standing to cast a spell. Only one spell per turn may be cast, no matter what level the caster is in.


Open spells

A Soul in Chains
When: Before the match
The victim's soul is imprisoned, he must miss at least the first half of the match. Roll a d6 at halftime:

1-2   The souls finds its way back, the victim may play in 2nd half
3-4   The soul does not find back until after the match
5-6   The victim's soul returns only after the next match, so treat the victim as MNG.

Failure: The soul of the spellcaster is imprisoned instead, however, the d6-roll at halftime for him is modified with -1 (easier).
Succeeds on: 4+

Medusa’s Gaze
When: any time (even in your opponent's turn)
The victim loses his TZ and can't perform any actions or use any skills during this and the following turn. His ST is halved (rounded down), and if he was holding the ball, he drops it, causing a turnover if his team was the moving team.
Range: max. seven squares
Failure: Apply the effects to the spellcaster instead.
Succeeds on: 3+

Speed of Light
When: own turn, immediately before the target moves
The target may move 1d6 squares in addition to its MA.
Range: max. seven squares
Failure: no effect
succeeds on: 3+

Power Drain
When: own turn, instead of a block against the opposing spellcaster
Add the level of the spellcaster to the success roll and subtract the enemy spellcaster's level. If the spell succeeds, the enemy spellcaster can't cast any spells for the remainder of the game. A 6 before or after modification is always a success.
Range: adjacent square (can be used on a Blitz action)
Failure: The attacking spellcaster can't cast any spells for the remainder of the game. A 1 before or after modification is always a failure.
Succeeds on: 3+

Healing Hand
When: immediately before a kick-off or immediately after the game
The spellcaster can heal a player who has been badly hurt or seriously injured during the game, even the long term effects of a serious injury can be negated (niggling injury, stat reduction). This spell cannot heal injuries or long term effects from previous games, nor can it revive dead players.
Failure: no effect
Succeeds on: 2+

Lightning Bolt
When: any time (even in your opponent's turn)
The spellcaster throws a lightning bolt at the target according to the lightning bolt template and rolls 2D6, trying to roll over the AG of the first player in the line of fire. If that succeeds, the player is knocked over and must make an armor roll, both his armor roll and the following injury roll are modified with +1 (as if the Bolt had Mighty Blow). If this 2D6-roll is less than or equal to the first player's AG, then the bolt misses, and the roll is repeated for the next player in the line of fire and so on, until either a player is hit by the bolt or the bolt has reached its maximum range. If the player who is knocked over was holding the ball and his team was the moving team, then a turnover takes place.
Range: lightning bolt template
Failure: The lightning bolt discharges in the standing square of the spellcaster, who is knocked over automatically. If his team was the moving team, then it suffers a turnover.
Succeeds on: 2+

Toad
When: any time (even in your opponent's turn)
Choose a target and roll a D6, on a roll of 4+ the target becomes a slimy toad, on a roll of 1-3 the spell scatters as often as you rolled (i.e. you rolled a 2, spell scatters twice). If someone is in the new target square, he becomes a toad. Toads have the following stats:
MA 4     ST 1     AG 4     AV 4   Skills: Dodge, Leap, Stunty
Toads will drop the ball if they had it (which is a turnover on the moving team) and can neither use learned skills or gain SPP - however, if they suffer an injury or even death, this carries over after their re-transformation. Toads re-transform at the next kick-off or at the end of the match (whichever comes first). Regenerating players can still use their ability at the end of the drive.
Failure: The spellcaster becomes a toad.
Succeeds on: 2+

Guidance
When: any time, even during the action of another player
The target doesn't have to roll dice for one single action, he succeeds automatically. Such an action can either be a single dodge, block, interception attempt and so on.
Failure: no effect
Succeeds on: 2+

Fire Ball
When: any time (even in your opponent's turn)
The spellcaster throws a fire ball into a target square as if he was throwing the ball (use range ruler etc). Players in the target square and in all eight adjacent squares must roll a D6, if the roll is higher than their AG, they are knocked over and have to make an armor roll. This armor roll and the following injury roll are modified with +1 each (as if hit by a player with Mighty Blow). If the ball carrier is knocked over while his team was the moving team, then a turnover takes place. Deal with inaccurate or fumbled fire balls just as with inaccurate or fumbled passes. Throwing a fire ball is not your pass action for the turn, and a fire ball can't be caught, intercepted or thrown in by the fans.
Range: range ruler
Failure: The fire ball goes off in the spellcaster's square, knocking him over automatically - if his team was the moving team, then it's a turnover.
Succeeds on: 2+

Counterspell
When: immediately after the opponent cast a spell or played a Magic Item card.
The spell or item has no effect - if the enemy spellcaster cast a spell, then his level is subtracted from the success roll for the counterspell, while the own level is added. A 6 before or after modification is always a success.
Failure: you cannot counter the spell or the item - a 1 before or after modification is always a failure.
Succeeds on: 2+

Weather Control
When: at the start of any turn (even of the opposing team)
The spellcaster can choose a result from the weather table that's either directly above or below the current weather. If he rolled a 6 on the success roll, he may choose freely from the weather table.
Failure: no effect
Succeeds on: 3+

The Long Door
When: in your turn
The spellcaster chooses a target square that is no more than seven squares away where the door opens, and in 1d6 squares distance from there another square where the other end will be. The first player to enter either end of the dimension tunnel will immediately appear in the other square without having to pay movement points for the travel. He can now continue moving and perform other actions as usually, but right after his passage, the tunnel closes and disappears.
Range: max. seven squares
Failure: no effect
Succeeds on: 3+

Invisibility
When: any time (even in your opponent's turn)
The target player becomes invisible until the end of the turn and can't be attacked. The player may ignore opposing TZ when moving, but he can't receive a pass or hand-off while invisible, and if he attacks another player, no assists can modify the attack.
Range: max. seven squares
Failure: no effect
Succeeds on: 3+

Time Bubble
When: immediately after the movement or action of a player of your team
The target player may perform another legal action right after the first one (move or block again etc.). Legal means, that you still may blitz, foul or pass only once per turn (unless a card allows you more than one of these actions per turn).
Failure: no effect
Succeeds on: 4+


Racial spells

Upon recruiting, the different spellcasters all come with one spell not listed in the spell table that can't be learned by other spellcasters. For a description of these spells, see below:

Siren Song
Restriction: only Amazon Sirens
When: any time (even during your opponent’s turn)
The Siren starts their singing, and all opposing players within the spell range must roll a D6. If they roll 3 or less, then they are hypnotized by the Siren Song. Treat them exactly as if they’re hit by the Magic Item card MIND BLOW. If the spell is cast during the opposition’s turn, then a turnover does not take place.
Duration: until the end of the turn
Range: 3 squares radius
Failure: no effect
Succeeds on: 4+ 

Cry of Jyhad
Restriction: only Araby Muezzin
When: at the start of any of your team turns
The ST for each of your players is increased by 1, and they all gain the skills Mighty Blow and Frenzy. At the end of this turn, roll a d6 for any of your players on the field
except the ones that had been stunned when the spell was cast, on a 1 roll with 1d6 on the injury table and add 6 to the result.
Duration: until the end of the turn
Failure: no effect
Succeeds on: 3+

Blessing
Restriction: only Bretonnian Priests
When: at the start of any of your team turns
The team is blessed by the Gods - every action performed in this turn can be re-rolled as if a team reroll had been spent. You still cannot re-roll a single action more than once.
Duration: until the end of the turn
Failure: no effect
Succeeds on: 4+

Dark Initiation
Restriction: only Chaos Priests
When: after the match
The spellcaster chooses a team-mate who gained at least 1 SPP this match and presents him to the Dark Gods. Roll with 1D20 on the list of mutations for that player. On a roll of 1-15 the player gains that mutation but will miss the next game, on a roll of 16-20 he dies in that ritual. This is also the case if a mutation is rolled that the player already has. Since all this is an act of the Gods, you cannot use your apothecary or a card or the Regeneration skill to prevent the MNG or the death of the player. The spell cannot be cast if the Priest was badly hurt, seriously injured or dead (oh really?) at the end of the match, as it requires his active participation. The target, however, has a passive role in it, so it might be BH or SI without any consequence. No, you can’t present a dead player to the Gods. No, you can’t present the same player twice to the Gods after the same game, even if your Priest is Level 2. Yes, you can present multiple players to the Gods if your Priest is Level 2 or higher. Roll all spell rolls at once regardless of effects – in other words, should your Priest suffer a casualty in one of these rolls, he may still roll for the other players. If he suffers more than one casualty, he must suffer all long-term injuries. He will still miss only one match though.
The spell must be cast immediately after the game is over – before MVPs have been awarded.

1d20   Mutation
  1    Big Hand
  2    Claw
  3    Extra Arms
  4    Foul Appearance
  5    Horns
  6    Hypnotic Gaze
  7    Prehensile Tail
  8    Razor Sharp Fangs
  9    Regeneration
 10    Spikes
 11    Stunty
 12    Tentacles
 13    Thick Skull
 14    Two Heads
 15    Very Long Legs
16-20  dead, DEAD, DEAD!!!

Failure: The spellcaster draws the attention of the Gods instead. If he gained any SPP this match, roll for him on the list of mutations as described above, otherwise roll 1D6 on the injury table as if he had suffered a casualty.
Succeeds on: 4+

Rune of Fear
Restriction: only Chaos Dwarf Blacksmiths
When: immediately before a block or a Blitz against a team-mate
The attacker is stricken with fear and does not attack, however, the attack is wasted, meaning he can't choose another target for his block or Blitz action (he may continue moving on a Blitz though).
Failure: no effect
Succeeds on: 2+

Tormented Soul
Restriction: only Dark Elf Sorcerers
When: any time (even in your opponent's turn)
The target hits the ground in torment and is automatically stunned (do not roll for armor or injury). If the target had the ball and his team was the moving team, then a turnover occurs.
Range: max. seven squares
Failure: The spellcaster goes down, if his team was the moving team, then a turnover occurs.
Succeeds on: 3+

Rune of Deflection
Restriction: only Dwarf Runesmiths
When: immediately after a successful spell or Magic Item card that targets a team-mate
The spellcaster may choose a legal new target for the spell or card. Legal means for example, that you still have to abide the range of the opposing spell. If there isn't a legal target, then the spell is deflected into the void and discharges without effect.
Failure: no effect
Succeeds on: 2+

Caterwauling
Restriction: only Feline Waulers
When: at the beginning of opponent’s turn
The spellcaster starts his caterwauling, and his team-mates join him, distracting the opposition so much that all rolls on the AG-table made modified with –1 for the remainder of the turn.
Duration: until the end of the turn
Failure: no effect
Succeeds on: 2+

Evil Twin
Restriction: only Goblin Botchers
When: immediately before a kick-off (after both teams have set-up)
The target has to perform all his actions and movement as if it was in an opposing TZ, i.e. dodge for every square of movement, modify passing or catching rolls with -1, blocking with a defensive assist and so on. This TZ adds to real TZ, and cards or spells that would allow the target to ignore opposing TZ cannot neutralise this TZ.
Duration: until the next kick-off
Failure: the spellcaster suffers the Evil Twin instead
Succeeds on: 3+

Shift of Power
Restriction: only Halfling Apprentices
When: at the start of any half
(before both teams have set-up)
Roll with 1d6:

1-2   The opposing team loses a RR for this half, the halfling team gains a RR for this half
3-4   The opposing team loses two RR this half to the halfling team
5-6   The opposing team loses three RR this half to the halfling team

The number of RR for the opposing team cannot be reduced to less than zero, and the Halfling team cannot gain more RR than the opposing team lost.
Duration: one half
Failure: no effect
Succeeds on: 2+

Librarian
Restriction: only High Elf Wizards
When: immediately after you rolled for Special Play Cards, but before you draw them
The team may draw two Magic Items, but it may not draw more cards than the roll allows them. No matter how high the level of the spellcaster, this spell can be cast only once per game.
Failure: no effect
Succeeds on: 3+

Clairvoyance
Restriction: only Human Mages
When: immediately after special play cards have been drawn
Roll with 1d6:

   1      The opposing team must show one special play card of the spellcaster's choice.
2 – 5   The opposing team must show half of their SPC (round up) to the spellcaster, he chooses which cards he wants to see.
   6      The opposing team must reveal all its Special Play Cards to the spellcaster.

No matter how high the level of the spellcaster, this spell can be cast only once per game.
Failure: no effect
Succeeds on: 3+

Swamp Call
Restriction: only Lizardman Tinkers
When: at the start of any turn (even of the opposing team)
The spellcaster chooses a target square, this square and all eight adjacent squares become a puddle of magic mud, every movement from any of those squares into any other square (even unaffected squares) costs 2 points of MA, extra squares (gfi's) can't be moved.
Duration: until next kick-off
Failure: The square the spellcaster stands in and all adjacent squares get swamped instead.
Succeeds on: 2+

Dragon Claw
Restriction: only Shaolin Priests
When: any time (even in your opponent's turn)
The spellcaster throws a Dragon Claw at a standing player that hits the target just like a ST10 block with Mighty Blow. There must be an unblocked line of sight between the caster and the target -you can check this with the range ruler. If the thin red line in the middle touches another miniature even slightly, then this player is hit instead. Prone players do not block the line of sight. If a player of the moving team is knocked over by the Dragon Claw, then his team suffers a turnover.
Range: max. seven squares
Failure: roll on the scatter template, the Dragon Claw flies off in that direction and hits the first standing player within range.
Succeeds on: 3+

Blizzard
Restriction: only Norse Ice Witches
When: immediately before a kick-off
(before both teams have set-up)
The spellcaster may change the weather to a Blizzard. If the stadium is in the Northmarks, the success roll is modified with +1, if it is in the Southern Provinces, subtract 2 from the success roll.
Duration: until the next kick-off, then the previous weather returns
Failure: no effect
Succeeds on: 3+

Tattoos
Restriction: only Orc Shamans
When: at the start of the match
(before both teams have set-up)
The target's AV and his injury rolls cannot be influenced, so skills, magic or ground types that would give a positive or negative modification are negated.
Duration: until the end of the game
Failure: no effect
Succeeds on: 2+

Screech of Frenzy
Restriction: only Simian Screechers
When: at the start of any of your team turns
All players on your team gain the skills Frenzy and Dauntless for the remainder of the turn. If they are standing in an opponent’s TZ when the spell is cast, they MUST attack him. If there are several opponents in the TZ, the Simian coach may choose which one to attack. While the spell is active, no player from your team may hold the ball. If a player was holding it at the time you cast the spell, he drops it, causing a turnover.
Duration: until the end of the turn
Failure: no effect
Succeeds on: 3+

Warpfire
Restriction: only Skaven Warpers
When: any time (even in your opponent's turn)
The spellcaster blinds his target temporarily, it cannot perform any action this turn, not even complete an action already begun. The target loses its TZ for the remainder of the turn.
Duration: one turn
Range: max. five squares
Failure: the spellcaster is blinded, the effects last during this and the next turn. A turnover, however, does not take place.
Succeeds on: 2+

Necromancy
Restriction: only Khemri or Undead Black Mages, Skeleton Kings and Zombie Masters
When: immediately after a failed regeneration roll
The spellcaster regenerates a player whose regeneration roll just failed.
Failure: no effect
Succeeds on: 4+

Form of Mist
Restriction: only Vampire Blood Mages
When: any time (even in your opponent’s turn)
The spell is cast on a player from your or the opposing team. That player vaporises and ignores TZ when moving, he can even move through occupied squares. However, he cannot attack or hold the ball while vaporised, nor can he be target of an attack. If the player was holding the ball when you cast the spell, he drops it, and his team suffers a turnover. Other players can move through him as if he wasn’t there. The player materialises at the end of the turn, if that happens in an occupied square, both players are knocked over and must make armor rolls, the player that rematerialised is pushed back one square according to the scatter template. If you cast the spell on a player from the opposing team, the success roll is modified with –1.
Range: max. seven squares
Duration: until end of turn
Failure: no effect
Succeeds on: 3+ (4+ if cast on opposing player)

Taming the Beast
Restriction: only Were Moon Priests
When: at the start of any of your team turns
For this team turn, all your players lose the Rage skill, meaning they can freely move away from opponents or deal with the ball as other players.
Duration: until end of turn
Failure: no effect
Succeeds on: 2+

Call Roots
Restriction: only Wood Elf Druids
When: any time (even in your opponent's turn)
The spellcaster chooses a target square and summons roots there that entangle anyone standing there or entering it. To leave this square, a player has to roll below his ST with a d6. If he fails this roll, he may not move away, but may still block, pass or catch the ball. Failing to leave the square does not result in a turnover.
Range: max. five squares
Duration: until next kick-off
Failure: the roots appear in the spellcaster's standing square
Succeeds on: 2+