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 Post subject: Spells affecting multiple phases
PostPosted: Fri Apr 22, 2011 10:35 am 
Elven Warrior
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This question cropped up during a very enjoyable game today.

At a glance two spells seem the issue: Transfix & Immobilize.

Transfix: Courage test @ -1 or cannot move or shoot or charge.
We had always played this that once cast, the target takes the courage check, and if successful, the spell is negated, and if failed then the unit may not move or shoot or charge.
However it was proposed today that once cast, the spells stays in effect throughout the turn, and a test must be made in each phase where appropriate to overcome its effects. So a courage test to try and move, and another to try and shoot, and another to charge.

Thoughts?

Similarly with immobilize:
Strength test to move or charge.
We had previously played this; strength test , and if passed may then negate spell and move and charge, or fail and may not do either.
But again by above thinking; spell stays in effect through turn, and need a strength test to move, and another to charge.

Thoughts again?

Presumably 'at-the-doubling' counts as an extra move so may require a further test for these extra moves?

Cheers
Scott

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 Post subject: Re: Spells affecting multiple phases
PostPosted: Fri Apr 22, 2011 11:39 am 
Loremaster
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Unless someone has proof otherwise, you take a courage test at the time of the spell and, if you fail, cannot do the things that it has mentioned.
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 Post subject: Re: Spells affecting multiple phases
PostPosted: Fri Apr 22, 2011 2:44 pm 
Craftsman
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Transix says you cannot do those things and there are no saves. Once your Transfixed that's it and it lasts the entire turn. Simple.
Immobilize stays in effect the entire turn. That includes on the double or after a successful strength test. The only thing that negates the spell is Wings of Terror and time.

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 Post subject: Re: Spells affecting multiple phases
PostPosted: Fri Apr 22, 2011 2:45 pm 
Craftsman
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jscottbowman wrote:
We had always played this that once cast, the target takes the courage check, and if successful, the spell is negated, and if failed then the unit may not move or shoot or charge.


This is how we all assumed it was played.
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