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Messages - Drealin

Pages: 1 2 [3] 4 5 ... 8
31
General Questions / Re: Lose Flying(by specific goal)
« on: February 23, 2013, 11:40:29 AM »
Since it is flying when it goes over the wall your mage can see it no matter what side he is on, so he could cast the spell to make it non-flying, before or after your creature moves.

I believe the main reason that you can't simply declare that a creature isn't flying is for simplicity, and reduced arguments/problems in tournaments.  Since there is no marker to show if Flying is active or not, how do you remember if is flying?  How would a judge rule on whether a ranged character can attack it or not?
I think there would be to many problems to make it worth adding in, without a marker.

32
Rules Discussion / Re: Tanglevine cast on mage multiple times
« on: February 18, 2013, 11:20:12 PM »
Quote from: "HeatStryke" post=7681
It gets discarded. Any attached conjuration gets discarded if it gets unattached.


From the rulebook:

Quote
Teleporting
Teleporting is an effect that moves a creature directly
from one zone to another. The teleported creature
does not move through any zones in between, and
bypasses all walls, creatures, and objects along its
route.
Everything that is attached to the teleported
creature, except conjurations, including all
conditions, damage, enchantments, equipment,
and mana, always moves with the teleported
creature to its new zone. Any attached conjurations
do not move with the creature when it teleports, and
are destroyed. In this way, a creature can effectively
escape from conjurations like Tanglevine.
A creature may teleport into the same zone it started
in (effectively teleporting zero zones) to escape
from attached conjurations.
Unlike a Push, teleporting can affect Unmovable
creatures.

33
Rules Discussion / Re: Tanglevine cast on mage multiple times
« on: February 18, 2013, 11:17:17 PM »
Quote from: "sIKE" post=7679
Only one named conjuration is allowed per zone. Now if you burned/destroyed one then after that he could cast another one into the same zone.


Actually Tanglevine targets a Creature not a zone, which means that multiple Tanglevines can be in the same zone, just so long as they are each attached to a different Creature.

The rule is that only 1 copy of any spell can be attached to the same object or zone.

34
General Questions / Re: LoS+Wall+0-3 ranged attack
« on: February 16, 2013, 11:27:32 PM »
Short answer is no.

You must have line of sight to the target of any spell being cast.
Line of sight is determined by drawing a straight line from the center of the zone that the caster is in to the center of the zone the target is in.
If this line passes through a wall that blocks LoS then you can't cast the spell.

Conjurations, and some spells, that affect the entire board (all Conjurations affect the entire board by default), don't need LoS.

35
Rules Discussion / Re: Rouse The Beast
« on: February 16, 2013, 10:06:26 AM »

36
Mages / Re: Mages that you would like to see in the game
« on: February 15, 2013, 12:32:38 PM »
What about a Mimic mage.
Once per round you can cast a spell from your opponents discard pile.
If your opponent casts a spell that you have in your spellbook, you can pull it out as another ready spell.

37
World and Lore / Re: Spell Schools
« on: February 15, 2013, 12:24:34 PM »
I don't think there will ever be a new school unless every possible combination of the current schools are used up, and that could take a VERY long time.  Even then Mages with the same schools could still be different, by having different abilities, or having different downsides to other schools.
The Forcemaster pays triple for non-mind creature spells, not for any other particular school, but for a type of card.  You could have a Priestess type Mage that pays triple for Attack spells, or a Beastmaster type Mage that pays triple for Incantations.
There could be mages that pay half for 1 school and quadruple for another.

38
General Discussion / Re: Upcoming Release: Forcemaster Vs. Warlord!!!
« on: February 15, 2013, 12:04:54 PM »
Quote from: "Gewar" post=7536
Quote from: "Sausageman" post=7535
Quote from: "Locusshifter" post=7442
Are you referring to scale?

He has a point (though I'd never considered it before).  The arena looks quite small really, and then we build temples and other structures....
But then, it has to be magic as it's impossible to fly out of it too  :)


My interpretation is that the Arena is Colloseum Size - large enough for few big constructions. One Zone is big enough to fit a dozen Hydra-size creatures.
It's smaller on the outside...

The arena was created magically so that any magic used wouldn't affect the outside world.  Why not make it so that individual zones can scale by themselves as needed?
Or these could be really small temples, ones that you can't actually go inside of.
In fact everything could be scaled down inside of the arena, so your foxes are actually ant sized, and Hydras are only dog sized.

39
General Discussion / Re: Storage
« on: February 15, 2013, 11:59:25 AM »
Looks pretty good, I'd started thinking a little of how I'm going to store everything once I start getting more and more expansions.
Why did you use cards as dividers?  Are you sure you won't ever use those cards, after making four spell books at once?

40
General Discussion / Re: Duplicate mages?
« on: February 15, 2013, 11:52:16 AM »
Your best option would be to buy a second core set.  As far as providing both genders, that may or may not happen, and the other gender wouldn't be exactly the same if it does happen, at least as far as abilities go.

41
Rules Discussion / Re: Damage Barrier Question
« on: February 15, 2013, 11:39:24 AM »
From the rulebook.

"A damage barrier is a special kind of protection that gives a defender a “free” attack against every attacker that makes a successful melee attack against it. This attack occurs automatically during the Damage Barrier Step of the attack."

"the defender may make a “free” attack with the damage barrier at this time."

"Traits on the defending creature (the creature the damage barrier is attacking) can modify the damage barrier attack with traits such as Aegis 1, or a matching damage type modifier such as Flame +2."

Because Marked for Death requires a creature to attack, the rulebook makes it a little confusing, since in one place it says the barrier makes the attack and in another it says the creature does.
But since it does say that traits on the defender affect the attack, Iwould initially go with yes, roll the extra die.

42
Mages / Re: Mages that you would like to see in the game
« on: February 11, 2013, 12:24:55 PM »
Quote from: "DarthDadaD20" post=7242
Enchantress: Can cast enchantments without paying the mana to play them face down.Or only paying 1) Or if thats a bit overpowered, how about if she plays them face up immediately after she plays them she ignores the face down mana cost.(effectively playing enchantments like lingering incantations) Or she could get a extra card during the planing phase as long as it is an enchantment. A special enchantment casting familiar? Pre-enchanted equipment? If I would think about it longer than immediately posting my ideas I'm sure I would have something great! :P


Fellela can cast enchantments.
Maybe she can pay the enchantment level +2 to reattach the enchantment face down instead of it being destroyed?

43
Rules Discussion / Re: moloch´s torment
« on: February 11, 2013, 11:58:28 AM »
Short answer: No.

Long answer: The card specifically says that you may deal 1 damage.  It doesn't say that you can do it multiple times.  There is no Spell, or ability, in the game that allows you to use/activate it multiple times during the same step.  The Upkeep phase is 1 step, and does not have multiple parts/steps where you could use Moloch's Torment.

44
Rules Discussion / Re: Combat Sequence and Death
« on: February 11, 2013, 11:47:17 AM »
I know this has been covered before, but yes, a creature dies as soon as its damage is greater than or equal to its life.
Mage Wars was made to be as realistic as possible, and it would make no sense for a creature to be able to counter attack if it was dead.

45
General Discussion / Re: Removing effects
« on: February 04, 2013, 11:50:23 PM »
Rot and Weak are the only two conditions that can't be removed except by a spell.  All the others have another way to remove them written on the marker.
Since Rot and Weak are both poison conditions, I'm sure that's why they included Purify in the base game.
Also don't forget about Geyser to remove Burn conditions, since it's a Hydro spell.

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