Wizards, just like everybody else in the Old World, are keen sports fans and many are fanatically loyal in support of their chosen team. It is not surprising, then, that soon after the game was born, Wizards started ‘helping out’ the team they supported with carefully selected spells. Soon games were awash with magic as rival Wizards battled to give their team the edge. In the end, the Colleges of Magic were forced to insist that only teams that had bought a special license from the Colleges of Magic were allowed to have magical assistance. They limited this assistance to one spell per match, and even this had to be chosen from a very limited selection and cast by an officially appointed Colleges of Magic team Wizard. Wizards and fans alike soon realised that they really wanted to see a proper Blood Bowl match rather than a spellcasting contest, so the new rules were soon universally accepted. Any team is allowed to hire a Wizard for a match, as long as they can afford the whopping licensing fee charged by the College of Magic concerned. No team may hire more than one Wizard per match. Once per game, the Wizard is allowed to cast either a Fireball spell or a Lightning Bolt spell. Wizards may only cast spells at the start of the turn for the team that induced him before any player performs an Action or immediately after the turn of the team that induced him has ended even if it ended with a turnover.
Fireball: Choose a target square anywhere on the pitch. Roll one dice to hit each standing player (from either team) that is either in the target square or a square adjacent to it. If the 'to hit' roll is a 4 or more then the target is Knocked Down. If it is a 3 or less he manages to dodge the fireball’s blast. Make an Armour roll (and possible Injury as well) for any player that is Knocked Down as if they had been Knocked Down by a player with the Mighty Blow skill. If a player on the moving team is Knocked Down by a fireball, then the moving team does not suffer a turnover unless the player was carrying the ball at the time.
Zap: Pick a player on the pitch, and roll one dice. If the score is equal to or higher than the target player's Strength then they are turned into a frog for the remainder of the drive. 1 Always fails, 6 always succeeds, if the frog is injured at any time it is counted as Badly Hurt and the player misses the rest of the game.
Frog stats: MA 5, ST 1, AG 4, AV 4, Dodge, Leap, No Hands, Very Long Legs, Stunty, Titchy.