All times are UTC


It is currently Sat Nov 23, 2024 8:05 pm



Post new topic Reply to topic  [ 4 posts ] 
Author Message
 Post subject: Spells affecting multiple phases
PostPosted: Fri Apr 22, 2011 10:35 am 
Elven Warrior
Elven Warrior
User avatar
Offline

Joined: Sat Apr 25, 2009 2:48 am
Posts: 586
Location: Kapiti, New Zealand
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

_________________
www.scottswargaming.blogspot.com
Top
  Profile  
Reply with quote  
 Post subject: Re: Spells affecting multiple phases
PostPosted: Fri Apr 22, 2011 11:39 am 
Loremaster
Loremaster
User avatar
Offline

Joined: Fri Jan 15, 2010 8:41 pm
Posts: 1279
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.
Top
  Profile  
Reply with quote  
 Post subject: Re: Spells affecting multiple phases
PostPosted: Fri Apr 22, 2011 2:44 pm 
Craftsman
Craftsman
User avatar
Offline

Joined: Tue Jul 20, 2010 6:02 am
Posts: 319
Location: Langley, BC, Canada
Images: 3
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.

_________________
http://drinkingwotr.blogspot.com/ - Links to my CrAzY House Rules, Games and 'poor man's' terrain.
Top
  Profile  
Reply with quote  
 Post subject: Re: Spells affecting multiple phases
PostPosted: Fri Apr 22, 2011 2:45 pm 
Craftsman
Craftsman
Offline

Joined: Sun Mar 27, 2011 10:47 pm
Posts: 491
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.
Top
  Profile  
Reply with quote  
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 4 posts ] 

All times are UTC


Who is online

Users browsing this forum: No registered users and 29 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to: