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Messages - Arcanus

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61
Rules Discussion / Re: 2 Epic Spells in arena at same time?
« on: March 03, 2013, 09:32:18 PM »
Thanks DarthDadaD20!

BlueByLiquid - I appreciate what you are saying sir.  Here is our "official" story explanation as to what happens during summoning, in case you are curious:

When a creature is summoned in Mage Wars it is a magical construct copy of a real creature.  It is a magical myrmidon, a basic copy of the species being emulated.
 
It is a real creature in every sense.  For example, when you summon a Timber Wolf, your Mage is creating a copy or clone of a real Timber Wolf.  It is alive, it is every bit as powerful and vulnerable as a real wolf, and it behaves and acts like a real wolf.  Its mind is adjusted to obey the commands of whomever summons it.

The creature is not “picked out of the nearby wilderness”. It is magically created. It has a temporary existence, and will dissipate back into magical energy shortly after an arena battle. If it dies during combat, its corpse will remain for awhile before dissipating later. Necromancers can make use of these clone corpses during the course of a battle.

Each Mage may summon the same creature with slightly different variations. My Timber Wolf clones will each look a little different from each other, and will look a little different from yours.  The basic species is being replicated, but not in the same exact detail.

A Mage can easily learn creature spells from another Mage, at the academy, without having ever seen that particular creature before.

Summoning Legendary creatures is a little different.  In this case you are creating a magical clone or copy of one particular creature. You are not creating a generic Timber Wolf, you are creating Redclaw, Alpha Male wolf.

In order to summon a specific creature, and make an exact copy of it, you must borrow from the essence of the real creature, and also have a bond or connection to that creature. Because of this, two Mages cannot cast the same specific creature spell at exactly the same time, and this is why only one Legendary creature can be summoned at a time.

Some other properties of Legendary creature spells:

The creature being cloned must actually be in existence. If Redclaw, Alpha Male was to die in real life, it can no longer provide the special essence and bond required to create an exact clone in summoning.

The clone has no connection to the actual creature, in that if it is harmed, or dies, or gains some powers in the arena, its real-life counterpart is unaffected. As a clone, it will dissipate shortly after the arena  battle, without having any effect on its true counterpart.

In order to learn Legendary creature spells, a Mage needs to have actually met and bonded with that creature at some point. A Priestess might do this with volunteer subjects, whereas a Warlock might capture a victim to create his spell.  Some creatures like Adramelech will not permit just any Mage to form the special bond required to be able to summon them as a clone.

Legendary spells are harder to learn because of these requirements, and are usually a much higher level.

Hope that helps.

62
Rules Discussion / Re: Jinx and spellbinding
« on: March 03, 2013, 04:06:48 PM »
I am sorry I just now found this post and took so long to respond!

Spellbind bypasses rules which normally discard a spell. The spell is bound to the wand, and is not destroyed or discarded, whether it is cast or countered. In the case of Jinx, the cancellation effect is considered being countered, and the bound spell still remains on the wand.

63
Rules Discussion / Re: damage on incorporeal creatures
« on: March 03, 2013, 03:55:07 PM »
Thanks for spotting guys. I'll see if we can get this video fixed!

64
Rules Discussion / Re: Damage Barrier Question
« on: March 03, 2013, 03:54:08 PM »
The damage barriers does NOT gain a bonus for Marked for Death. This is now listed in the FAQ being posted tomorrow.

65
Rules Discussion / Re: Is Warlord and Forcemaster tourney legal?
« on: March 03, 2013, 03:08:34 PM »
Absolutely legal sir.  All of our cards are tournament legal as soon as they are available!

Good luck!  :)

66
Rules Discussion / Re: Force Bash
« on: March 03, 2013, 12:19:54 PM »
You cannot Push an unmovable creature, so you cannot Push an Iron Golem into another creature to Slam it.

However, even an Unmovable creature can feel some force from a heavy blow.  The rule for Slam says: "Unmovable creatures receive a Daze condition instead of Slam."

So, if another creature was Force bashed into an Iron Goplem, the Iron Golem would be Dazed.

If instead the Force Bash tried to Push an Iron Golem, that part would fail.  The Iron Golem would remain in it's zone, but still be Dazed by the spell.  Since it cannot be Pushed, it would not Slam a second target. In this case, you just spent a LOT of mana to Daze an Iron Golem!

67
Rules Discussion / Re: FAQ of the base game and the expansion.
« on: March 03, 2013, 10:37:30 AM »
Ha!  Thanks!  Just built a new Beastmaster spellbook!

68
Rules Discussion / Re: Passage Attacks pushes and Wall of Pikes facing
« on: March 03, 2013, 10:31:24 AM »
Hello all, we are for the confusion on this spell.

This wall is very unusual in that it only has the "Passage Attack" trait for one direction, and thus you only have to pay the extra mana for Push type spells if if wish to Push them form the direction that would attack them.

We are adding this to the Official FAQ which is being wrapped up today.

69
Rules Discussion / Re: Slam Token
« on: March 03, 2013, 02:19:45 AM »
The Slam was designed to represent a momentary knockdown to the ground, which is less than a full Stun.  

Since it is replaced with Daze at the beginning of that creature's action phase, it will not keep them from acting. However, it is still very useful, as mentioned above, for removing Defenses, Flying, or a Guard marker.

70
Rules Discussion / Re: Piercing Strike + Multiple Attacks
« on: March 02, 2013, 02:16:48 PM »
Thanks Shadow.  They should both say this round.

Here is an excerpt from our upcoming FAQ, which may help with understanding the difference between an attack, and an attack action.

An attack action is a creature action (quick or full) used to make an attack. Sometimes the attack action will be an individual attack, or it might comprise multiple separate attacks.  For example, double strike, triplestrike, and sweeping are one attack action, but consist of multiple individual attacks. A zone attack is a single attack action with a separate individual attack made against each object inside that zone.

So, the Piercing applies to the very next attack, not a full attack action of multiple attacks.

If all goes well, this FAQ will be available by Monday. Shadow, do you have time tomorrow to proofread sir?

71
Rules Discussion / Re: Hindering, flying, and timing
« on: March 02, 2013, 02:12:50 PM »
Not sure if I am too late with this, but here is our section on Hindering taken right our of the new FAQ we are about to publish:


Hindering
“Hindered” is a state that is tracked over the course of a creature's activation. A creature starts out hindered (or becomes hindered) if he is in a zone (or moves into a zone) with any enemy creatures or objects that can hinder him. A creature who is hindered, or becomes hindered, cannot take a second move action this round, even if he has the fast trait. For example, if a creature begins a round hindered, and then moves into a zone without enemies, it still cannot move a second time this round. Note that if a creature is unhindered, it can move into a zone where there are enemies as its second and final move.  
Movement by teleporting ignores the Hindering restriction. If a creature teleports before it takes any move actions, it can become un-hindered if it teleports into a zone without any enemy objects that can hinder it.
The official rule: A creature cannot take a second move action (except by teleportation), if it is in a zone where it is currently hindered, or has already moved this round out of a zone where it was hindered.

72
Rules Discussion / Re: Turn order
« on: March 02, 2013, 02:08:57 PM »
Hello Hid,

You can only use your special quickcast action before or after a friendly creature action phase. If you have no creature actions remaining then you will have to wait to use the quickcast action until the end of the round, during the final quickcast phase.

Note that you can pass on using a creature action, and hold it until later in the orund, as long as your opponent has more creature actions than you.

We had tried dozens of different ways to handle this quickcast action, and in 5 years of playtesting this is what we ended up with.  I'd be happy to discuss it with you further, but I am tied up this weekend working on the big FAQ we are about to publish. I hope in the meantime this helps.

As for multi-player games, we are releasing an update with lots of different rules and scenarios.  Stand by for that, but in the meantime please do try different things, have fun, and let us know what works for you.  We always listen to feedback and if you have a good multiplayer rule or scenario, we'd love to include it.

Thanks for your interest and support!   :)

73
Rules Discussion / Re: FAQ of the base game and the expansion.
« on: March 02, 2013, 01:53:36 PM »
Hey guys, we've been finalizing it all week.  It covers both games.

I just finished another 5 hours of revisions on it this morning!  If all goes well it will be completed tomorrow (we're on the home stretch) and posted by Monday.

Going forward, our plan is to just modify and add to the existing document, and there should not be delays.

Thanks for your patience.  Shame on us for taking so long!

74
Rules Discussion / Re: Spell level question
« on: March 01, 2013, 04:41:16 PM »
No, there is no connection.  For example, a Level 1 Dispel can destroy a Level 5 enchantment.

What a spell can affect, and what it is limited to, is explained on the Casting line of that spell (defined as the target), or might be further described in the text for that spell.

75
Rules Discussion / Re: Zero mana spell
« on: March 01, 2013, 10:08:59 AM »
Yes, the ring makes this ability free.  It was intended that way.

Note that her ring costs 1 more mana than other similar Mage rings. That little extra cost was just for this reason. It will take her 4 rounds to make a profit on this ring (not counting the quick spell action required to cast the ring!).  

Keep in mind, she only gets the -1 mana benefit once per round. So, if she uses it with Force Pull, then she does not get the benefit to use with other force spells she casts. Basically, as soon as she puts on that Force ring, she should be prepared to cast at least one force spell per round, or else she is effectively wasting one mana.

Design note:  These Mage rings were originally built-in Mage abilities. They are interesting because they help indirectly steer a mage into a certain play style and type of spell casting. Later, we decided to not force that upon the player, but instead make these into rings.  However they are priced very enticingly!

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