May 08, 2024, 06:37:49 AM

Author Topic: Equipment  (Read 5935 times)

Wargallow

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Equipment
« on: October 07, 2012, 07:33:34 PM »
A question about equipment. On page 24 it notes that equipment spells have a range of "0-2" and that you can cast equipment on an enemy Mage. My question is this; if I cast a wand on my opponent, who chooses the spell that gets equipped. I know it can be changed, but it may make a difference sometime.

Thanks for your time.

Wargallow aka Mike

Rumsey

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Re: Equipment
« Reply #1 on: October 07, 2012, 10:39:18 PM »
I'd say that your opponent does. You cast the spell and subsequently transfer control of it to your opponent who then proceeds to utilize text on the resolved spell.

Shad0w

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Re: Equipment
« Reply #2 on: October 08, 2012, 11:31:15 AM »
I just read over  the rules for spellbind. From the current wording the Spellbind trigger is resolved by the controller of the equipment.
"Darth come prove to meet you are worthy of the fighting for your school in the arena and not just another scholar to be discarded like an worn out rag doll"


Quote: Shad0w the Arcmage

Rumsey

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Re: Equipment
« Reply #3 on: October 11, 2012, 01:06:21 PM »
I'm beginning to think that this issue needs to be explored fully. According to spell control, only the caster controls the spell and can use the spell. That says to me that if you cast an equipment spell on an enemy mage that you are only taking up one of their hand locations. The enemy mage cannot use the spell and has no control over the spell according to spell control. Even an allied mage would have no use for the item. I believe that we could probably use an addendum or FAQ entry to address this.

Shad0w

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Re: Equipment
« Reply #4 on: October 11, 2012, 01:32:30 PM »
once the spell resolves it is now an object. The Spellbind trigger does not apply till after the card has resolved. This is also the reason why you do not Spellbind when you cast the card.
"Darth come prove to meet you are worthy of the fighting for your school in the arena and not just another scholar to be discarded like an worn out rag doll"


Quote: Shad0w the Arcmage

Arcanus

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Re: Equipment
« Reply #5 on: October 11, 2012, 01:44:37 PM »
Control of a spell remains with whomever cast the spell, unless something specifically wrests control away (such as the spell "Steal Enchantment").  This is defined under "Controller" in the Codex.  

You cannot pass spell control just by casting a spell on a friendly or enemy target.  

If the spell being cast has upkeep costs, these are handled by the controller.

Some spells grant traits or abilities to the target of the spell.  For example; "Mage gains Armor +2".  In this case it is referring to the target of the spell, not the controller.  Thus, you can give a friendly Mage some Armor or a regen belt.

Mage Wand grants an ability to the target Mage, to be able to cast a bound spell as if it were in his hand as a planned spell.  It also allows him to change spells out as needed.

If you cast and resolve a Mage Wand on a friendly Mage on your team, you can bind a spell to it (which is chosen from the caster's spellbook, not the target's). Your teammate could use that spell, or replace it with a new one.  Your teammate gets the benefit of using the wand as a new ability, just as if you cast a weapon on him and he gains a new attack ability.  However, the controller of the Wand is still the original caster, although it may not mean very much.  

Casting a Mage Wand on an enemy has the same effect, and really has no benefit for the caster.  The idea of casting equipment on enemy Mages is there for future planned spells - such a sending over a goblin grenade!

Shad0w

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Re: Equipment
« Reply #6 on: October 11, 2012, 01:52:43 PM »
Quote from: "Arcanus" post=2042
Control of a spell remains with whomever cast the spell, unless something specifically wrests control away (such as the spell "Steal Enchantment").  This is defined under "Controller" in the Codex.  

You cannot pass spell control just by casting a spell on a friendly or enemy target.  

If the spell being cast has upkeep costs, these are handled by the controller.

Some spells grant traits or abilities to the target of the spell.  For example; "Mage gains Armor +2".  In this case it is referring to the target of the spell, not the controller.  Thus, you can give a friendly Mage some Armor or a regen belt.

Mage Wand grants an ability to the target Mage, to be able to cast a bound spell as if it were in his hand as a planned spell.  It also allows him to change spells out as needed.

If you cast and resolve a Mage Wand on a friendly Mage on your team, you can bind a spell to it (which is chosen from the caster's spellbook, not the target's). Your teammate could use that spell, or replace it with a new one.  Your teammate gets the benefit of using the wand as a new ability, just as if you cast a weapon on him and he gains a new attack ability.  However, the controller of the Wand is still the original caster, although it may not mean very much.  

Casting a Mage Wand on an enemy has the same effect, and really has no benefit for the caster.  The idea of casting equipment on enemy Mages is there for future planned spells - such a sending over a goblin grenade!


Thanks for the in depth overview. Woot cursed items :evil:
"Darth come prove to meet you are worthy of the fighting for your school in the arena and not just another scholar to be discarded like an worn out rag doll"


Quote: Shad0w the Arcmage

Arcanus

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Re: Equipment
« Reply #7 on: October 11, 2012, 02:02:43 PM »
Ha!  Your welcome.  And thank you Shadow for watching the forums and doing such a great job!  The whole team really appreciates you sir!  

Please email me if you ever need me to pop in or help out!

Now we need some ideas for great cursed items!   :evil:

piousflea

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Re: Equipment
« Reply #8 on: October 14, 2012, 12:12:01 AM »
Quote from: "Arcanus" post=2045
Now we need some ideas for great cursed items!   :evil:


I think it would be really fun to have item-cursing Enchantments!

Hex of Tracking - Enchantment, Curse
2 cast cost, 1 Reveal cost
Quickcast, 0-2 range, targets Equipment, Level 1 Dark (Novice)
The targeted Equipment gains the following effect: "All creatures gain +1 attack die when attacking this Creature. Creatures can only gain this bonus for the first attack they make each round against this creature." If the targeted Equipment is destroyed or returned to the spellbook, destroy Hex of Tracking.
"Your armor reeks of your stench. Can you not smell it? My hordes sure can."

Hex of Annulment - Enchantment, Curse
2 cast cost, 2 Reveal cost
Quickcast, 0-2 range, targets Equipment, Level 1 Dark
When Hex of Annulment is revealed, turn the targeted Equipment card face-down. It may not grant any traits, abilities or effects.The target may NOT be replaced by another piece of Equipment in the same location, these Equipment spells are Countered. If the target is destroyed, destroy Hex of Annulment.
"A true Master's power comes from within, not from some silly trinket. Take away your weapons and you are nothing!"

Hex of Draining - Enchantment, Curse
2 cast cost, 3 Reveal cost
Quickcast, 0-2 range, targets Equipment, Level 1 Dark
The targeted piece of Equipment grants the trait "Channeling -1" in addition to any traits on the card. The target may NOT be replaced by another piece of Equipment in the same location, these Equipment spells are Countered. If the target is destroyed, destroy Hex of Draining.
"Behold; the cloak weighed upon his back like a mighty cask, the amulet tightened on his neck like a noose."

Hexed Treasure - Enchantment, Curse
2 cast cost, 4 Mandatory Reveal cost
Quickcast, 0-2 range, targets Mage, Level 2 Dark
When this Mage is targeted by an Equipment spell, you MUST reveal Hexed Treasure. Turn the Equipment card face-down. It becomes the new target of Hexed Treasure, grants the trait "Finite Life", and may not grant any other traits, abilities or effects. The target may NOT be replaced by another piece of Equipment in the same location, these Equipment spells are Countered. If the target Equipment is destroyed, or if Hexed Treasure is revealed before it acquires an Equipment target, destroy Hexed Treasure.
They warned him not to touch the gold doubloons, but his greed was insatiable. Now he wanders the shallow waters for eternity, longing to set foot on land but only able to do so once every ten years.

Darkfox101

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Re: Equipment
« Reply #9 on: October 14, 2012, 03:30:31 AM »
Not bad. Some pretty interesting ideas.
”Do you feel your life’s blood turning to poison,
ravaging you? Perhaps if you are quick, you may
drain enough of it to live? No, perhaps not.”
— Tellas Vane, Warlock

Gewar

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Re: Equipment
« Reply #10 on: October 14, 2012, 04:07:11 AM »
Quote from: "Arcanus" post=2045
Now we need some ideas for great cursed items!   :evil:


Hungry Cloak
During upkeep phase, Mage with Hungry Cloak must destroy one other equipment he wears. If he can not Hungry Cloak is destroyed.

Or in general items with teeth, arms etc.
eating your items,
eating your mage or
holding your mage
shoes that make hard to walk,
gloves making casting spells has chance to fail,
helmet decreasing your channeling/making you blind, armor making you easier target
"I've seen this spell before - sold in alleys, brothels, and taverns. Men want more life. Always, they want more life."
- Rae Ashar, Wench of the Flying Dragon

paradox22

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Re: Equipment
« Reply #11 on: October 14, 2012, 04:19:27 AM »
GOBLIN GRENADE FTW!!!!   :lol:
Si vis pacem para bellum

tyarlashan

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Re: Equipment
« Reply #12 on: October 15, 2012, 11:03:36 PM »
The problem with curse items, it's usually a thing of give and take. It gives a benefit for a really bad price.
Staff of Striking - Piercing or Perfect Strike on the item. Must strike an enemy creature within 0-1 Zones, or expend 6 Mana to ignore enemy creature to act freely.

Move and attack hoping to kill the enemy creature, or waste Mana hoping you still have enough for that summons.

Caster of the item of course paying for Magebind and Upkeep.