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Author Topic: Quickcast clarification  (Read 2847 times)

Terrazas

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Quickcast clarification
« on: May 30, 2013, 11:42:39 PM »
So me and my wife were playing and she asked me if a mage is using their full action can that mage cast a quickspell then afterwards do a quick attack? I couldn't find anything in the rulebook that says you can't.

sdougla2

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Re: Quickcast clarification
« Reply #1 on: May 30, 2013, 11:55:46 PM »
When you activate a creature, you can do a full action, or perform a move action (optional) and a quick action (also optional). This quick action can be a quick attack, another move action (assuming that you're not hindered/slow), a guard action, or a quick spell. You cannot perform a quick spell and then a quick attack just using your mage's activation.

On the other hand, you can use your quick cast marker just before your activation to cast a quick spell, and then activate your mage and have them perform a quick attack.
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baronzaltor

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Re: Quickcast clarification
« Reply #2 on: May 30, 2013, 11:57:22 PM »
Yes you can full+quickcast

You can't  move+full, or full+melee attack or anything like that

The quick cast is its own little bonus in addition to the normal action structure

Terrazas

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Re: Quickcast clarification
« Reply #3 on: May 31, 2013, 05:07:36 AM »
So when you activate a creature you can not quick spell + quick melee? I understand you can use the quickcast token before or after but I am just asking about the full action.

Shad0w

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Re: Quickcast clarification
« Reply #4 on: May 31, 2013, 06:18:06 AM »
sdougla2 is correct

Rulebook v2 pg11
WHAT CAN A CREATURE DO DURING ITS ACTION PHASE?
Okay, so you’ve chosen which creature to act with. You have activated it, flipped over its action marker, and removed its guard marker. Now you are ready to act with it.
Your creature can either:
1. Take a move action first, and then take a quick action;
or
2. Stay in the same zone and take a full action.
The move action is optional. You can choose not to move and still take a quick action. However, if you want to move the creature, you must complete the move action before you take a quick action.

Quick Actions
There are five quick actions to choose from:

• Make a Quick Attack
Your creature can use an attack listed on its card that has the Quick Action symbol (see “Attacks” on page 22).

• Cast a Quick Spell
A creature with the ability to cast spells (such as your Mage or a Familiar) may cast a spell that has the Quick
Spell icon (See “Casting Spells” on page 13). You can only cast the spells that you prepared during the Planning Phase.

• Guard
The acting creature can choose to defend the zone it is in by guarding. Place a Guard Marker on the creature.
A creature that is on Guard can protect other creatures in its zone (see “Guarding” on page 29).

• Take Another Move Action
The acting creature moves one additional zone into any adjacent zone, following the normal rules for movement. The presence of enemy creatures may hinder its movement and not allow it to move a second time.

• Take a Special Quick Action
Some creatures have a special action they can take. See “Special Actions” to the right.

Full Actions
If your creature does not move, you may choose one of these three actions:

• Make a Full Attack
Your creature can use an attack listed on its card that has the full action symbol (see “Attacks” on page 22).
Often, a creature will have both a quick attack and a more powerful full attack. The full attack may do more
damage, or it may have traits that allow you to attack more than once.

• Cast a Full S pell
A creature with the ability to cast spells can use a full action to cast a Full Spell that you have prepared (see “Casting Spells”).

• Take a Special Full Action
Some creatures have a special action they can take. See “Special Actions” below.

SPECIAL ACTIONS
Some creatures have special abilities which are special actions they can take. These are described on their card, or may appear as an “ability bar” on their card. The ability will describe the action required (quick or full) to use it. Example: As a quick action, Huginn can peek at a target hidden enchantment up to 2 zones away. Some ability bars have a mana cost printed on them. This is the cost that must be paid to use that ability. Example: The Wizard’s Arcane Zap is an ability shown on his ability card, and has a “1” mana cost symbol on it. It is a quick attack spell, and in order to cast it, he must pay 1 mana.

DO NOTHING
Sometimes, your creature will have nothing useful to do. Or, it may be affected by a spell or condition that prevents it from taking any actions (like Stun). In this case, you can choose to “do nothing” for its Action
Phase. Even if your creature does nothing, you must still flip its action marker to the inactive side.
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