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Once per game, a Wizard may cast one of the following spells:
THUNDERBOLT
You may cast this spell at the end of either player’s team turn, before the next team turn begins. Target any Standing opposition player anywhere on the pitch, and roll a D6:
On a roll of 3+, the player has been hit by the Thunderbolt.
On a roll of 1 or 2, the player manages to duck or dodge the attack.
A Standing player hit by a Thunderbolt is Knocked Down. When a player is Knocked Down by a Thunderbolt, you may apply a +1 modifier to either the Armour roll or Injury roll. This modifier may be applied after the roll has been made.
ONE THOUSAND CUTS
You may cast this spell at the start of any of the opposition’s team turns, before any player is activated. Target any opposition player anywhere on the pitch, and roll a D6:
On a roll of 3+, the player is hit by a swirling storm of incorporeal dark magic.
On a roll of 1 or 2, the magic engulfs the player briefly before the spell dissipates harmlessly.
Until the end of this drive, the MA, ST, and AG characteristics of a player hit by One Thousand Cuts are reduced by 1.