Dungeon Bowl inducements
tag | Name | Type | Qty | Edition | Team | Cost | Description |
---|---|---|---|---|---|---|---|
tag | Name | Type | Qty | Edition | Team | Cost | Description |
College of Fire, College of Shadow, College of Metal, College of Light, College of Death, College of Life, College of Beasts, College of Heavens | EXTRA TEAM TRAINING | Common | 0-8 | DB21 | Any | 100,00 | Each Extra Team Training session grants the team an extra team re-roll for each half of this game. |
College of Fire, College of Shadow, College of Metal, College of Light, College of Death, College of Life, College of Beasts, College of Heavens | BRIBES | Common | 0-3 | DB21 | Any | 100,00 | A single Bribe may be used when a player is Sent-off for committing a Foul. To use a Bribe, roll a D6. On a roll of 2-6, the Bribe is effective and the player is not Sent-off (and no Turnover is caused). Instead they will be teleported back into the Dungeon as described on page 32. On a roll of 1 the Bribe is wasted and the referee's decision still stands! Each Bribe may be used once per game. A single Bribe may be used after an attempt to Argue the Call has been made. However, if a 1 was rolled when attempting to Argue the Call and the head coach ejected, as described on page 54, the ref is annoyed beyond the calming effects of mere gold and no Bribe may be used this time! |
College of Beasts | AMBER WIZARD | College Wizard | 0-1 | DB21 | College of Beasts | 100,00 | BESTIAL FURY: You may cast this spell at the start of any of your playe 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. |
College of Death | AMETHYST WIZARD | College Wizard | 0-1 | DB21 | College of Death | 100,00 | 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. |
College of Fire | BRIGHT WIZARD | College Wizard | 0-1 | DB21 | College of Fire | 100,00 | 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:
|
College of Heavens | CELESTIAL WIZARD | College Wizard | 0-1 | DB21 | College of Heavens | 100,00 | CHAIN LIGHTNING: 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 player is struck by lightning. Make an Armour roll for the chosen player,
and then roll a D6.
|
College of Metal | GOLD WIZARD | College Wizard | 0-1 | DB21 | College of Metal | 100,00 | TRANSMUTATION: 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 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. |
College of Shadow | GREY WIZARD | College Wizard | 0-1 | DB21 | College of Shadow | 100,00 | 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. |
College of Life | JADE WIZARD | College Wizard | 0-1 | DB21 | College of Life | 100,00 | 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. |
College of Light | LIGHT WIZARD | College Wizard | 0-1 | DB21 | College of Light | 100,00 | BLINDING LIGHT: You may cast this spell at the start of any of the opposition's team turns, before any player is activated. Until the start of your opponent's next turn, opposition players may not perform Pass actions, Hand-off actions, or assist Block actions either offensively or defensively. |