Inducements

**flMBER WIZARD (COLLEGE OF SEASTS) **

BESTIAL FURY: You may cast this spell at the start of any of your players' activations, before that player is activated. For the duration of the turn, whenever the chosen player makes a Block action, do not compare the Strength values of the chosen player and the target of the Block action. Instead, whenever the chosen player performs a Block, a pool of three block dice is rolled and the coach of the chosen player selects which result to apply.

AMETHYST WIZARD (COLLEGE OF DEATH)

LIFE DRAIN: You may cast this spell at the start of any of your team turns, before any player is activated. Choose a player on the opposition team that is Marked by a friendly player. Immediately make an Injury roll for the opposition player.

BRIGHT WIZARD (COLLEGE OF FIRE)

FIREBALL: You may cast this spell either at the start of any of the opposition's team turns, before any player is activated, or immediately after any of the opposition's team turns has ended. Choose a target square anywhere in the dungeon and roll a D6 for each Standing player (from either team) that occupies either the target square or a square adjacent to it:

On a roll of 4+, the player has been hit by the Fireball.On a roll of 1-3, the player manages to avoid the Fireball.Any Standing players hit by the Fireball are Knocked Down. When a player is Knocked Down by a Fireball, you may apply a +1 modifierto either

I the Armour roll or Injury roll. This modifier may be applied after the roll has been made.

BSwiZARp (COLLEGE OF HEAVENS) ZII

t LIGHTNING: You may cast this spell at the start of any of your team

i efre anY Player is activated. Choose a player on the opposition team, and Struc by lightning. Make an Armour roll for the chosen player- ana then roll a D6.

Ona 1-2, the spell ends.be hit bv'thBCiOSkianOther model (friend or foe) within 2 squares that will h't by the hghtnmg. Make an Armour roll for this player.

chains to another-Hav ut0 another player, roll a D6 again to see if the Players to chain the KeeP doing this unt'l a 1-2 is rolled, or there are orice, therefore it Mnn *' PlaYer can only be affected by this spe 1 e chained back onto a player it has already hit-

spell e no ell t.

GOLD WIZARD (COLLEGE OFJMETALj TRANSMUTATION: You may cast this spell at thestarf" of any of your team turns, before any player is activated Choose a player on the opposition team and roll 2D6 If the result is equal to or less than the Armour Value of the chosen player, the player collapses under the weight of their armour and is Knocked Out.

grey WIZARD (COLLEGE OF SHADOW) SHADOWED STEP: You may cast this spell at the start of any of your team turns, before any player is activated. Choose a player on your team that does not have the ball. Remove the chosen player from the dungeon and place them anywhere in the dungeon within five (5) squares of where they were.

JADEWIZARD (COLLEGE OF LIFE)

GRASPING VINES: You may cast this spell at the start of any of the opposition's team turns, before any player is activated. Choose an opposition player. The chosen player is grasped by vines and cannot be activated during that team turn. Additionally, the chosen player has no Tackle Zone until the start of their next activation.

LIGHT WIZARD (CQLLEGFoFUGHT)

BUNDING LIGHT: You may cast this spell at the star f any of the opposition's team turns, before any p y is activated. Until the start of your opponent s nex m, opposition players may not perform Pass ac . Hand-off actions, or assist Block actions either o e - x or defensively.