Once per game, a Sports-Wizard can cast one of the following two spells:
FIREBALL
At the end of any Turn, before the next Turn begins, you may select any square on the pitch. Roll a D6 for any player that is in or adjacent to the selected square. On a 1-3, they avoid the fireball and nothing happens. On a 4+, the player has been hit by the fireball.
Any Standing player that is hit by the fireball is immediately Knocked Down and a +1 modifier is applied to the Armour Roll. Any Prone or Stunned player that is hit by a fireball will immediately have an Armour Roll made against them, applying a +1 modifier to the Armour Roll. These modifiers must always be applied.
ZAP!
At the end of any Turn, before the next Turn begins, you may select any player on the pitch and roll a D6. If the roll on the D6 is less than the selected player's ST, or the roll is a natural 1, then nothing happens. If the roll on the D6 is equal to or higher than the selected player's ST, or the roll is a natural 6, then the player is turned into a Frog. If they were holding the ball then it will Bounce from their square.
A Frog has the following profile:
FROG (FROG, SPECIAL) MA 5 / ST 1 / AG 2+ / PA - / AV 5+ Skills & Traits Dodge, Leap, No Ball, Stunty, Titchy, Very Long Legs
If a Frog suffers a Casualty, do not make a Casualty Roll for them. Instead, they will automatically suffer the Badly Hurt result. An Apothecary cannot be used on a Frog. At the end of the current Drive, the player turned into a Frog will return to normal with no ill effects and be put in the Reserves Box ready for the next Drive.
Available to all teams.