Arcane Wonders Forum
Mage Wars => Rules Discussion => Topic started by: ShamanX on September 26, 2012, 11:54:10 AM
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Was playing the apprentice game with my wife yesterday (me Wizard/ her Warlock) and I cast sleep on her Darkfenne Bat. Looking through the rules, it seemed that short of doing damage some spell or ability would be required to remove the condition, but it wasn't clear which ones.
It seems she doesn't have such a spell or ability, so is the creature asleep for the remainder of the game if I don't attack it? Can the Warlock attack its own creature to do some damage and wake it up?
I would love a list of conditions and their means of removal. Is any kind of Mage Wars online database planned? Thanks!
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I just saw the other thread about attacking friendly creatures... which seems to be allowed.
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Unless you have a nice opponent your gonna have to do it yourself.
As far as other ways to remove conditions I know Purify can. Since I do not have my cards and I do not remember if it is X mage only or not I would double check it..
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Purify is available to all mages, but sadly it can only remove poison conditions (cripple, rot, or weak), so it's of no use against sleep.
The Priestess has a special ability that lets her remove conditions for their removal costs, and Holy mages can use Lay Hands to do this while healing (but only once, as it is an epic spell). Dealing damage to the sleeping creature seems to be the only option available to the other mages to deal with sleep.
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Purify is available to all mages, but sadly it can only remove poison conditions (cripple, rot, or weak), so it's of no use against sleep.
The Priestess has a special ability that lets her remove conditions for their removal costs, and Holy mages can use Lay Hands to do this while healing (but only once, as it is an epic spell). Dealing damage to the sleeping creature seems to be the only option available to the other mages to deal with sleep.
That is what I thought but it is always better to double check.
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Thanks folks...
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Thanks folks...
NP always glad to help. Check this out about attacking friendly creatures (http://magewars.com/jsite/forum/rules-discussion/1371-attacking-friendly-creatures).
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If I understand this correctly, I can not just pay the removal cost of a condition unless I use purify incantation(on poison conditions) or follow the removal costs conditions on the token, how about burn effect? on a roll of "0" remove burn status, do I still have to pay 2 mana after rolling a "0"? or can I just pay 2 mana to remove burn instead of rolling 1 attack die?
Same goes for Daze and Stun,although these conditions are removed after acting, what are the removal costs for? (except for priests who has built in skill)
I've read the removal costs in the rulebook, I just wanted to make sure my friends and I are doing the right stuff when we're playing.
Thanks in advance
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You can only remove a condition if you have a spell or ability that lets you do that. For example, the Purify spell lets you remove poison conditions like Rot, Weak, and Cripple. The Priestess can remove any condition. In these cases you must pay the removal cost of the conditions you choose to remove.
Future spells will enable you to remove other conditions. For example, Clear Mind will remove all Psychic spells and enchantments, such as Sleep, Confuse, and Mind Control (the latter 2 are new stuff!).
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Thank for the quick reply
So the burn status only gets removed by rolling a "0" and the removal cost of 2 mana on the burn token as of now can only paid by a priest using their restore skill
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That's correct.
Suggestion: A Geyser spell will remove all Burn conditions without harming the target. Put one in your spellbook for use against the Warlock! :) It also provides decent other effects for when you are not burning.
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Oh! that's a good one, never thought of that :lol:
thanks a lot
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So to clear up one more hitch in my mind - to remove conditions such as Stun & Daze you not only have to wait until the end of that creature's action phase but then also have to pay the mana cost listed on the token (ie. 2 mana for Daze & 4 for Stun)?
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So to clear up one more hitch in my mind - to remove conditions such as Stun & Daze you not only have to wait until the end of that creature's action phase but then also have to pay the mana cost listed on the token (ie. 2 mana for Daze & 4 for Stun)?
No. The mana costs are for spells or abilities that can remove a condition. The condition will resolve on its on for no cost but if you have the appropriate spell or ability you can remove it earlier for the Mana cost listed
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So currently, Purify is the only spell that can remove Rot & Weak (poison) conditions, correct?
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Without my spell cards in front of me I would say yes.
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Yes, that is correct. Geyser will remove Burn conditions, although that is not necessarily its primary function. Also, the Priestess can remove conditions as a natural ability.
Coming soon: Wand of Healing can remove a condition or 2 points of damage every round. Clear Mind works like Purify and can remove all psychic conditions, plus Daze and Stun.
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How soon? I need them NOW :lol:
Thanks for the quick replies.
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Yes, that is correct. Geyser will remove Burn conditions, although that is not necessarily its primary function.
Says you :lol: I have yet to use it as an attack spell
Coming soon: Wand of Healing can remove a condition or 2 points of damage every round. Clear Mind works like Purify and can remove all psychic conditions, plus Daze and Stun.
Any ETA on these? :cheer:
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Both of those spells did not make the cut for the Forcemaster vs. Warlord expansion. They are great cards, and the choices were tough.
They will appear first as a promo card either with Tom Vasel of Dice Tower, or in Organized Play, and then most likely make the next expansion (Necromancer vs. Druid).
Just to be sure: We are not collectible and don't want to be collectible! We might release a card early as a promo, but will still make the card available for everyone!
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Both of those spells did not make the cut for the Forcemaster vs. Warlord expansion. They are great cards, and the choices were tough.
They will appear first as a promo card either with Tom Vasel of Dice Tower, or in Organized Play, and then most likely make the next expansion (Necromancer vs. Druid).
Just to be sure: We are not collectible and don't want to be collectible! We might release a card early as a promo, but will still make the card available for everyone!
Thanks for that info Arcanus. I really appreciate the fact that this will not be a collectible game. Everything I have experienced with this game from components, rules and even website have been top notch!
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Multiple cripple/burn tokens on a creature requires an escape roll for each of them, is that right?
Daze token on Hydra, do I have to roll a 7+ for each strike?
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Yes, that is correct - you must roll once for each condition marker to remove it.
Daze: Yes, each individual attack is rolled for - to see if it misses. This is normally done at the end of the Declare Attack Step (before the Avoid Attack Step, and before Defenses have to be used). However, if there is no Declare Attack step, then the rolls are made as soon as the attack starts.
With Triplestrike, you normally skip the declare Attack step on the 2nd and 3rd strike (because the target was already declared once with the first strike). But, you still have to roll to miss for each attack.
We are releasing a FAQ soon, which will cover this particular topic with Daze, as well as a few others. it is being written by our rules guru Alex Mont and should be up sometime next week.
Hope this helps!
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And by the way sir, lets say I didnt roll a "0" for a burn token I have for my creature, how will the burn damage apply? will it depend on the attack die rolled 1 or 2 damage? or is it always 1 damage whether I roll a 1 or 2?
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Both of those spells did not make the cut for the Forcemaster vs. Warlord expansion. They are great cards, and the choices were tough.
They will appear first as a promo card either with Tom Vasel of Dice Tower, or in Organized Play, and then most likely make the next expansion (Necromancer vs. Druid).
Just to be sure: We are not collectible and don't want to be collectible! We might release a card early as a promo, but will still make the card available for everyone!
Are there any spells in the Forcemaster vs Warlord expansion that remove conditions? IMO, a spell that does this is THE thing the game needs more than any other. It's a meta choice we really need. Conditions can be completely brutal and they need a good counter.
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On Dyobs69 question - how much direct damage you take is equal to the number of the die (1=1 damage, 2=2 damage).
We have a new spell called Renewing Spring. It's level 2, Nature/Holy. Place it in a zone and your creatures can go and drink from the spring. It only takes them a quick action, but they heal 3 damage, and can remove 1 condition.
Also, next month's OP kit will have a Healing Wand, which is a wand that gives you a small healing spell, or you can also use it to remove a condition (like the Priestess' ability). Right after OP, this spell will find its way into the very next expansion set coming out (although without the gold foil promo stamp).
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Here's another issue that came up during last nights game:
Concerning STUN-condition:
My rulebook states, that when a creature receives STUN-condition during a Counter-Strike or through a Damage Barriere, the effect doesn't apply until its NEXT Action-Phase. What does that mean in detail? And I'm actually a little bit confused here, because this detail only shows up in my german copy of the rule-book, in the downloadable (english) Online-Version (2.0) it doesn't. Is this perhaps a recent Errata? Because other stuff, like the errata'd cards, are already up to date in the german edition of the game.
Thanks (again). :)
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I'm not sure where exactly you are looking at in your rulebook to tell if the English version lines up precisely with it, but I am looking at both the hard copy and the PDF for the English Rulebook v2.0 and they both have the following on page 9 under the section about creature actions:
"Any conditions your creature gains due to an enemy damage barrier or counterstrike during its Action Phase are not resolved until your creature’s next Action Phase"
Similar wording can be found on page 28 underneath Step 8: Attack Ends. Basically, the way the rule works though, is that if a creature receives a condition in the middle of it's attack which would normally be removed at the end of it's action phase, it remains until the end of its NEXT action phase. This is so that the condition can actually have an effect on the creature, because otherwise it would do nothing at all in most cases.
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Okay, this actually clears everything up for me. So the part about "resolving" applies to the removal of conditions!
The thing is, that this tiny detail about conditions gained during a Counterstrike/Damage Barrier shows up under STUN in the german Codex, but not on the other condition-entrys. In the english version this doesn't show up in the Codex at all. However, the respective chapters you've cited, they are also described in the same way in the german rules; I just never noticed it.
Thanks a lot!
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@Zuberi (http://forum.arcanewonders.com/index.php?action=profile;u=3693)
Thank you for doing that