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2016/10/18 17:58:45
Subject: Attuned to magic rule question
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Focused Fire Warrior
Norwich,UK
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Hi all Long time 40k player just brought my first AOS army of eBay to keep up with the flavor of the month at my local club, I have a quick question about the Attuned to magic rule that the frost and flame phoenix have.
How I read the rule. I get to roll for +1 armor each time any mage casts a spell within 12" this could mean I end up with a 2+ armor save if I cast enough spells (not too hard if I run Teclis). My friend tells me this is effected by the rule of one So I can only ever get a 4+ save on a phoenix, is this correct?
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Tac Ticz, Whatz Dat? |
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2016/10/18 18:38:23
Subject: Attuned to magic rule question
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Prescient Cryptek of Eternity
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"Attuned to Magic: If a model within 12" of this model successfully casts a spell, whether or not the spell is unbound, roll a dice. If the result is 2 or more, you can add 1 to all save rolls for the Frostheart Phoenix until your next hero phase."
I see no reason why this couldn't trigger multiple times. A save roll of 1 is always going to fail, but you could get yourself +20 to the roll with enough spells.
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2016/10/18 18:39:56
Subject: Attuned to magic rule question
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Fresh-Faced New User
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If you are using the matched play rules of 1, then you could still potentially get a save of 1+ but there would be certain limitations on how you get there and what it actually means. Every spell that helps the phoenix would have to be a different spell (because you could not cast arcane shield more than once, no matter how many wizards you have) so it might be a bit of work to have five distinct spells suceed. And secondly, no matter what you are adding to your save rolls a natural 1 will still fail.
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2016/10/18 19:21:39
Subject: Attuned to magic rule question
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Prescient Cryptek of Eternity
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Volund wrote:If you are using the matched play rules of 1, then you could still potentially get a save of 1+ but there would be certain limitations on how you get there and what it actually means. Every spell that helps the phoenix would have to be a different spell (because you could not cast arcane shield more than once, no matter how many wizards you have) so it might be a bit of work to have five distinct spells suceed. And secondly, no matter what you are adding to your save rolls a natural 1 will still fail.
It's important to remember that your Phoenix still has a 5+ armor save. You're simply getting bonuses to the roll in the same way that Rending is a negative modifier. Let's say you benefited from 7 successful spells between your hero phase and your opponent's. Let's then say that during your opponent's combat phase, you are hit with a Rend -2 wound. When rolling the die for your save, you'd add 7 and then subtract 2, meaning that you'd effectively need a 0+ result. In Open Play, this would be an automatic success because any result on a D6 would get you the needed 5+ save once you add 7 and subtract 2. In Matched Play, a natural roll of 1 will always fail due to the Rules of One.
Long story short, more spells are better because they can improve your save to a 2+ and THEN continue improving it to counter potential Rend values.
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2016/10/18 19:54:55
Subject: Re:Attuned to magic rule question
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Focused Fire Warrior
Norwich,UK
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Thanks for the answers! it works how I thought, my club uses a house rule where different mages can cast the same spells but on different targets. I think the rule of one for Magic is a little overzealous but I can understand why it is in there.
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Tac Ticz, Whatz Dat? |
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2016/10/27 02:01:44
Subject: Attuned to magic rule question
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Scouting Shadow Warrior
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Related to this question, is attuned to magic supposed to work on the witness to destiny ability? It says +1 to all save rolls, but abilities that ignore wounds are never called saves, right?
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2016/10/27 04:38:43
Subject: Attuned to magic rule question
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Humming Great Unclean One of Nurgle
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Correct, Witness to Destiny (and the like) is not a save.
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