Arcane Wonders Forum

Mage Wars => Rules Discussion => Topic started by: jacksmack on December 13, 2013, 07:49:50 AM

Title: Battle Forge vs Divine intervention
Post by: jacksmack on December 13, 2013, 07:49:50 AM
I would like to know if its possible to counter the spell casting from a battle forge in such way that the mana is wasted and the spell goes to discard pile.



Page 7 of the "official rules and codex supplement - updated november 2013" Says:

Changing the Range or Target of a spell or attack.

A Spell fails and is canceled, if either of the following occure before the resolve spell step:
 1 The target of the spell is no longer a legal target
or
 2 The caster or the target of the spell moves (e.g by being pushed or teleported away), even if the move was to a location where the spell was still in range. (in the case of a teleport, this applies even if the teleport was into the same zone).

A cancelled spell or attack ends immediately. All costs that have already been paid, remain paid, and are not refunded. If a spell was being cast, the spell is discarded (exception: see spellbind).


The rulebook (v. 2.0)  for spawnpoints page 16 in the book and 18 in the adobe:
During the Deployment Phase, both players may cast these assigned spells, starting with the player who has the initiative. If you cast your spell, pay the casting costs and resolve the spell.

This isnt excately the same as the standard spell order:
1 Cast spell
2 Counter Spell
3 Resolve Spell

Title: Re: Battle Forge vs Divine intervention
Post by: Shad0w on December 13, 2013, 09:35:37 AM
Correct it is a once per game tick that stops 1 equip from forge. I was wondering how long it would take for this to get noticed.