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Made in us
Been Around the Block






I am sorry to trouble you guys. I am having a HORRIBLE time trying to figure out the magic phase of this game, So much so im about to ebay my orcs and buy dwarves.

-do both player roll for winds of magic at the start of the game or does the first player just get to cast with no fear of dispel?

-how does dispel work exactly Do i just role the number of dispel dice i have and hope to get a higher total than the casters role?

-My brother likes to cast some sort of rat frenzy on his clan rats that lasts all game. Can i attempt to dispell it every turn or does he just have it once it lands for the rest of the game?

-is there some kind of utube video i could watch that explains this phase a little better then the rule book?

Thanks for your time.
   
Made in us
Incubus





Georgia

I would recommend checking out a FLGS in your area where some people could walk you through several phases to get a better understanding than typed words here or a youtube video.

   
Made in us
Crafty Bray Shaman




NOVA

1) Winds of magic happens at the beginning of each person's magic phase. They receive the total of the 2d6. This is the "power dice pool." The other person receives the number shown on the HIGHER of the two dice. This is the "dispel dice pool." Also, every wizard on each side gets a "channeling" attempt. For each wizard you have, you roll a d6 and each 6 that is rolled is added to that side's pool, up to 12 power dice.

2) Just like with casting, it is up to the dispeller to determine how many dice you want to throw to attempt to dispel it. The difference is that the caster is limited to 6d6 per spell, but the dispeller can use as many as they have. You also add your wizard level to the total (if you have one). The dispel attempt needs to EQUAL or EXCEED the casting attempt after adding in any bonuses from wizard level etc.

3) Your brother's spell depends on how it is worded and I don't remember it precisely. Basically, if it says "remains in play" you can attempt to dispel it in a different magic phase (either your or his), but if it doesn't, you're stuck with it.

As for the rest, as Rivet said, it is much simpler if you can get someone to explain it in person.

 
   
Made in gb
Agile Revenant Titan




In the Casualty section of a Blood Bowl dugout

sirlotsofpain wrote:I am sorry to trouble you guys. I am having a HORRIBLE time trying to figure out the magic phase of this game, So much so im about to ebay my orcs and buy dwarves.

-do both player roll for winds of magic at the start of the game or does the first player just get to cast with no fear of dispel?

-how does dispel work exactly Do i just role the number of dispel dice i have and hope to get a higher total than the casters role?

-My brother likes to cast some sort of rat frenzy on his clan rats that lasts all game. Can i attempt to dispell it every turn or does he just have it once it lands for the rest of the game?

-is there some kind of utube video i could watch that explains this phase a little better then the rule book?

Thanks for your time.

I'll do the best I can, with help from Bob and Bill:

1) Winds of Magic is rolled for at the start of each Magic Phase. You roll 2D6. The total of these two dice is the number of dice the player who's turn it is gets in his "Power Pool". The highest number out of the two dice is the number of dice the the player who's turn it isn't gets in his "Dispel Pool". For example, it is Bob's turn. The Winds of Magic dice are rolled, and the result is a 5 and a 2. The total of these two numbers is 7, so Bob gets 7 dice in his Power Pool. The highest of these two numbers is 5, so Bill gets 5 dice in his power pool.

2) Dispelling is done in the following way. If your opponent successfully casts a spell, and it is not cast with Irresistable Force (2 or more 6s), then you may attempt to dispel it. You do not have to dispel every spell and I'd advice you not to because you will almost always have less dispel dice than your opponent has power dice. To dispel a spell you must equal or beat what your opponent got when casting the spell. In this case, it is NOT the base casting value of the spell (unless he happened to roll exactly this). Remember, the wizard's level is added to this total. The only limit of Dispel Dice you use is how many you have left in your Dispel Pool. Note, a dispel attempt that contains 2 or more 6s automatically dispels the spell, even if it did not beat your opponent's value.

For example, Bob uses his Level 4 wizard to cast Dwellers Below, he uses 4 dice in the attempt. He rolls a total of 15 on the Dice, which, added to Bob's Wizard's level of 4 gives a total score of 19, which successfully casts the spell. Bill knows that Dwellers Below is a very powerful spell, and he most definetly does not want it cast on his horde of Orc Boyz. Hence, he nominates his Level 2 Wizard to make the dispel and uses all his 5 dice in the attempt. He rolls a total of 18 on his 5 dice, which, with the Wizarding Level of 2 added, equals a score of 20. This beats Bob's score and the spell is therefore dispelled.

3) The Spell your brother is using is a type of spell called a Remains In Play spell. These can be dispelled in 2 ways. The first is the method I mentioned above. The Second Way is to dispel it in subsequent turns. You may attempt to dispel a Remains In Play spell in any Magic Phase, be it your own or not. If it is your own, then dice from your Power Pool are used to dispel it. When dispelling in subsequent turns, you only need to beat the base casting value of that spell, NOT what your opponent happened to roll when he cast that spell. Note that you can only attempt to dispel a certain Remains in Play spell once per turn, if you fail the first time, you may NOT try again in that magic phase.

For example, Bob also casts Cascading Fire-Cloak on his unit of Spearmen containing a wizard. He successfully casts the spell with a score of 8 and Bill, as he has no dispel dice left, must let it through! The game progresses to Bill's Magic Phase. As Bob's Spearmen are in combat with Bill's Orcs, Bill does not want the spell to linger, for his Boyz will suffer further hits. Therefore, he attempts to dispel the spell. In Total, Bill gets a score of 7. This DOES dispel the spell as only the base casting value of the spell, which is 5, needed to be beaten or equalled.

4) Not that I know of, though it's not unlikely that one exists.

DT:90S+++G++MB++IPwhfb06#+++D+A+++/eWD309R+T(T)DM+

9th Age Fantasy Rules

 
   
Made in us
Been Around the Block






THANK YOU GUYS SO MUCH!!!! very help full and very clear. (thanks bob and bill).

1 last comment. when i try to dispel a remains in play spell during my magic phase, i only i only need to beat the codex cost of the spell? and does my enemy get to try and dispel my dispel spell lol?
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

You can't dispel a dispel.

When dispelling a RiP spell you only need to equal the basic casting value(not the boosted one or what it was originally cast with)

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in us
Knight of the Inner Circle






Now that you get it, run through it a couple times with a friend or something just to lock it in, that did it for me once I was able to practice a few times.

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