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Messages - Arcanus

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46
Rules Discussion / New FAQ!
« on: March 04, 2013, 10:00:46 PM »
The new official Mage Wars FAQ should be up in a matter of minutes, available on our website!

Patrick Connor is posting it and will announce when complete.

Thanks everyone for your patience with this!

47
Rules Discussion / Re: Questions on Steal Equipment and Mind Control
« on: March 04, 2013, 09:36:16 PM »
You are most wlecome.  your other answers, right from the new FAQ:

1)  If an item with a bound spell is stolen (such as with the Steal Equipment spell) the bound spell is stolen along with the item.  If it was a face down spell (not revealed yet because it had just been bound) the new controller may look at the spell. The new controller may cast that spell, as long as it is not restricted for their Mage school or class. For example, the Priestess cannot cast a Drain Life spell bound to a Mage wand. If later the bound spell is changed, it is returned to its owner’s spellbook.

2) You cannot take control of creatures which your Mage is restricted from.  For example, the Forcemaster cannot cast Mind Control on Huginn, Raven Familiar, which has the Arcane Mage Only trait.
If you take control of a familiar you are legally allowed to control, you take control of any spell which was planned for it to cast (unless that spell is restricted from your Mage class or school, in which case it is immediately returned to the owner’s spellbook instead). You can use the familiar to cast that spell, and you will have control of that spell after it is cast.  Alternately, you can change out the spell on a future planning phase, at which time it is returned to its owner’s spellbook.

3) Steal Enchantment cannot be used to take control of an enchantment you are restricted from. For example, the Wizard cannot take control of a Forcemaster’s Forcefield.
When you cast Steal Enchantment, you can re-target the same target the enchantment is currently attached to. For example, you may want to take control of a Charm spell, and put it back on the current target creature. You must pay the casting cost for Charm to be placed on that same target again (as described on the Steal Enchantment spell).

48
Rules Discussion / Re: Goblin builder and Finite Life on conjurations
« on: March 04, 2013, 06:45:08 PM »
Ha!

49
Rules Discussion / Re: Questions on Steal Equipment and Mind Control
« on: March 04, 2013, 06:02:10 PM »
No problem. I had to admit we had some internal debate on those Mage Restrictions. It truthfully was not clear in the rules!

50
Rules Discussion / Re: Hindering, flying, and timing
« on: March 04, 2013, 05:19:42 PM »
Hello Skytale, I'll try to help out here.

I think the Necropian Vampiress is a legitimate claim.  If she gains Flying before she moves, then she is not hindered before she takes her first move action. The same would apply if you reveal an Eagle Wings on a creature in a zone before it moves.

I will pass this by the rules team and get this on the FAQ, hopefully tonight.

On your other question that should not be a "may". It should read; "If a guard is not melee attacked, it retains (or must retain) its guard marker until the start of its next Action Phase.". I am not sure I understand your question or concern here - please let me know if you had a further question.

Thanks.

51
Rules Discussion / Re: Questions on Steal Equipment and Mind Control
« on: March 04, 2013, 04:57:23 PM »
Here is the latest excerpt from our FAQ which should be downloadable tonight:

Restricted Spells
If a spell is restricted to a particular Mage or school of training, it refers to two things:
1)   Placing that spell in that Mage’s spellbook when building their spellbook before the game begins.
2)   Controlling or using that spell during the course of the game.

Examples:
•   If the Forcemaster casts Steal Equipment, she can target a Warlock’s Lash of Hellfire, which has the Warlock Only trait. However, since she cannot use this spell, it is destroyed instead.
•   Steal Enchantment cannot be used to take control of an enchantment you might otherwise be restricted from. For example, the Wizard cannot take control of a Forcemaster’s Forcefield.
•   If the Priestess steals a Mage Wand with a Drain Life spell bound to it, she cannot use cast that spell. She can steal the wand, but the wand would be of no use to her unless she chooses to bind a new spell to it.
•   The Forcemaster cannot cast Mind Control a Huginn, Raven Familiar because it is Wizard Only.

52
Rules Discussion / Re: Mangler Caltrops
« on: March 04, 2013, 04:51:33 PM »
Awesome!  Thanks guys so much for the support and interest.  We spent 5 years developing the system, and it was originally made as something to play amongst friends.  We all wanted something more than a mere card game - a real mage battle.  It was later, after we have 2 dozen regular players, that we realized we had something we should market.

We really appreciate all the feedback and suggestions!

53
Rules Discussion / Re: Goblin builder and Finite Life on conjurations
« on: March 04, 2013, 04:21:06 PM »
Ha! This is a good debate I stumbled across!   :)

The Goblin Builder's ability is not considered healing. This was intentional by design.

This is the first time we have a damage removal ability which is not healing.  In every other case it is considered healing (and clearly states it as such on the card or in the Codex).

Thematically, he is repairing a building or structure, and not actually healing flesh and blood. We felt it s was fine to allow this exception and not use the word "healing" in his text, in order to maintain flavor and realism.

Yes, we could have/should have also said "Nonliving", to maintain theme, but we were trying to cut back on the number of traits and keywords used.

54
Rules Discussion / Re: Mangler Caltrops
« on: March 04, 2013, 10:30:30 AM »
The Mangler Caltrops only attacks creatures who enter into the zone.  This is by any means - Pushing, teleporting, or just walking right in.

It does not attack creatures who are in the zone when it is cast.  It does not attack creatures who stay in the zone, and it does not attack them as they try to leave.

It only attacks them when they first enter the zone.  If they leave the zone and come back in, it will attack them again, of course.

55
Rules Discussion / Re: do attacks using dancing scimitars
« on: March 04, 2013, 09:51:38 AM »
Good call gos_Jim, and yes we did it primarily for balance.  However, there is a little "flavor/theme" to the decision:  

The Scimitar is almost like a ranged attack, in that it is floating off by itself, making an attack on its own, and that is why it does not trigger a damage barrier or counterstrike.

Ranged attacks do not remove a guard marker because they lack creature presence and engagement. When a creature makes a melee attack, its body interposes the other creature's direction of movement, and the size/presence and active continuous engagement is what will remove a guard.

It is the creature presence, more so than the attack itself, that takes guards out.  A crossbow bolt hurts, but won't deter a guard (unless it stuns him or kills him).  But a big Orc standing in front of the guard ties him up while the other Orcs go around.

Yes, you could say the Scimitar has some presence to it of course, but its not quite the same as a creature.  We looked at as the Sword flies out to strike and then comes back again, and there is no active engagement.

Mage Wars has been challenging to design in that we try to have a realistic simulation while also maintaining balance.

56
Rules Discussion / Re: Slam Token
« on: March 03, 2013, 11:15:47 PM »
Glad everyone enjoyed it.  Was there a final winner?

57
Rules Discussion / Re: Slam Token
« on: March 03, 2013, 10:50:17 PM »
Ha!  Sorry guys!  That would be really good!  A STUN which then becomes a Daze!

It's actually priced in our formulas fairly inexpensively because it has limited, specialized use.

It was designed to just be a simple knock down to the ground, and then the creature stands back up again (when it goes to act next round).  However, during that brief time it is knocked down, it loses Flying, Defenses, and Guarding (because it is incapacitated).

I'm sorry for the confusion,  This is in our FAQ now.  Thanks for the report.

58
Rules Discussion / Re: 2 Epic Spells in arena at same time?
« on: March 03, 2013, 10:39:26 PM »
There are NO Unique creatures in Mage Wars.  (Did we just dodge a bullet?!   :)

They are either common creatures like the Timber Wolf (generic clones), or Legendary.

Unique is a term we use for other spells, such as the Death Link enchantment.  For example, in this case Unique is there because each Warlock may maintain only a single Death Link with one creature at a time.

59
Rules Discussion / Re: Slam Token
« on: March 03, 2013, 09:45:44 PM »
Really?!  So how were they playing it?

Were they playing it as a super-powerful Stun which incapacitates them for a full round + Dazes them on the next round?  

What about the part that says "Remove Slam when this creature is activated."?!

I will add this to the FAQ upon your recommendation.  Please tell me more about what was missed.  Thanks!

60
Rules Discussion / Re: Force Bash
« on: March 03, 2013, 09:39:02 PM »
My apologies gos_jim.  We were working on the official Mage Wars FAQ, and this item just got changed tonight.  You must Push the target at least one zone first before being able to Slam him into another creature.

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