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Made in gb
Focused Fire Warrior




Norwich,UK

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?

Tac Ticz, Whatz Dat?  
   
Made in us
Prescient Cryptek of Eternity





East Coast, USA

"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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Made in us
Fresh-Faced New User




Maryland, US

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.
   
Made in us
Prescient Cryptek of Eternity





East Coast, USA

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.

Check out my website. Editorials! Tutorials! Fun Times To Be Had! - kriswallminis.com


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Completed Trades With: ultraatma 
   
Made in gb
Focused Fire Warrior




Norwich,UK

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.

Tac Ticz, Whatz Dat?  
   
Made in ph
Scouting Shadow Warrior




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?
   
Made in us
Humming Great Unclean One of Nurgle






Correct, Witness to Destiny (and the like) is not a save.

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