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 HeavensEXTRA TEAM TRAININGCommon0-8DB21Any100,00Each 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 HeavensBRIBESCommon0-3DB21Any100,00A 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 BeastsAMBER WIZARDCollege Wizard0-1DB21College of Beasts100,00BESTIAL 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 DeathAMETHYST WIZARDCollege Wizard0-1DB21College of Death100,00LIFE 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 FireBRIGHT WIZARDCollege Wizard0-1DB21College of Fire100,00FIREBALL: 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 modifier to either the Armour roll or Injury roll. This modifier may be applied after the roll has been made.
College of HeavensCELESTIAL WIZARDCollege Wizard0-1DB21College of Heavens100,00CHAIN 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.
  • On a 1-2, the spell ends.
  • On a 3+, choose another model (friend or foe) within 2 squares that will be hit by the lightning. Make an Armour roll for this player.
If the lightning chained to another player, roll a D6 again to see if the spell chains to another player. Keep doing this until a 1-2 is rolled, or there are no players to chain the lightning to. A player can only be affected by this spell once, therefore it cannot be chained back onto a plaver it has already hit.
College of MetalGOLD WIZARDCollege Wizard0-1DB21College of Metal100,00TRANSMUTATION: 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 ShadowGREY WIZARDCollege Wizard0-1DB21College of Shadow100,00SHADOWED 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 LifeJADE WIZARDCollege Wizard0-1DB21College of Life100,00GRASPING 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 LightLIGHT WIZARDCollege Wizard0-1DB21College of Light100,00BLINDING 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.