Under current AoS rules that isn't true for matched play, however I just read the core rule PDF for 2.0, and it doesn't have the wording that 1.0 had (spells may be cast only one EVEN if the wizard has an ability that may allow it to otherwise do so), additionally in the PDF for 2.0 it specifically does state that warscroll rules override the core rules. Thus... Kroak can cast CD three times in matched play in 2.0
But it says ABILITIES, and the description for how Celestial Deliverance works is in the SPELL description. It might be completely different, hence the rule of 1 still applies... Don't get me wrong, I'd love for it to work properly like it was intended ages ago, I just don't want people to rule argue about it :/
The only reason I would think this isn't limited to abilities this time around is the lack of specific wording. in the current rule of one it specifically states "even if a units warscroll would otherwise allow it to be cast more than once" where as the 2.0 doesn't have that very key verbiage. I for one am reading that way, and very optimistic that it is by design that they left that phrase out.
Unfortuanetly not... Kroaks Abilities are Dead for Innumerable Ages Celestrial deliverance is a spell and can only be cast once
It says under Wizards, pg 8 "you cannot attempt to cast the same spell more than once in the same turn" hope I'm wrong but I think the warscrolls will get updated to reflect this. Will read the rules again tonight see if there is anything else.
The new rules specifically state that warscrolls trump the core rules. Kroak's Warscroll states that he may cast celestial deliverance up to 3 times. Unless they FAQ otherwise or change Kroak's warscroll (Both of which are reasonably likely), he should be able to cast multiple times. Command abilities and magic can both be viewed as sub-categories of abilities, as command abilities are also mentioned where the new rules are discussing abilities (and therefore follow the same rules), and magic is not specifically mentioned at all with regards to warscrolls, other than that known spells and how many spells can be cast are detailed on warscrolls. There is also precedent with separate units of Evocators all being able to cast their unique spell in the same turn, which would not be allowed by the core rules unless magic/spells are treated as abilities. Seeing as Evocators are a new unit to AoS 2, it would be weird for that exception to be listed at all if it doesn't work under the new rules.
I am pretty sure they will just take away the ability from Kroak. Still thinking about that damn ballista. If Evocators and a Lord Ordinator buff it... damn.
this was how I was interpreting it. im aware of the wizards rule and the current rule of one, but im also readin the rules as written from the information we have. literally as written he should be able to cast three times... unless as you said they FAQ it.
I hope your right but with CD coming under the "MAGIC" heading and not "ABILITIES" I know Magic is a subheading but it is a heading
I hope im right too. my law experience has me chomping at the bit to argue for this left and right based on wording lmao
With the changes of Masters of Space and Time, I wonder if we can use it twice on the same unit with Great Rememberer trait. I reread all rules and nothing resticts it. With Curse of Fates a unit can teleported and still move on 4+ and you can "reroll" it with Great Rememberer.
I haven't heard of any changes either. Source please! In other news: Do spell range bonuses apply to endless spells? I don't see why not at the moment. And that might mean that a Slann near an Astrolith Bearer (maybe even on a Balewind Vortex) may be able to put a predatory spell pretty close to the enemy. That sounds pretty nice...
Here is GHB2018 review from BoLS channel In short: - Masters of order now give +6 range on roll of 10+ instead of doubles; - Masters of space and time results changed a bit (unit does nothing on 1-2, but can move on 5-6); - Arcane might gives one cast and unbind reroll every hero phase; - Disciplined Fury gives rerolls of 1's for general; - Mighty War leader gives +1 CP in every hero phase on 5+; - IR heals d6 wounds instead of d3; - Prism of Amyntok deals d6 MW instead of d3 if roll was 6; - Engine of Gods summons either 20 skinks, or 10 warriors, or 3 ripperdactyl\terradon for free on 14-17 result; - Fangs of Sotek First Oldblood ability gives +1 CP; - Wordings of Dracothion's Tail changed a bit, but effects are pretty much the same, I guess; - Summoning cost: 6 points - Salamander, Razordon, 10 skinks, handlers, 12 points - terradons, ripperdactyls, starpriest, priest, 10 warriors, sunblood, oldblood, 5 chama skinks, warden, 10 guard, 10 knights, scarvet on CO, 18 points - troglodon, starseer, astrolith, EotG, 3 Kroxigor, 20 Warriors, 24 points - stegadon, bastiladon, both carnos; - no summoning restrictions in matched play - I didn't notice any at least. May have forgotten something - you can check everything for yourself.
Further elaborating on that: Extreme example: Slann with Astrolith Bearer near is more than 30" from an enemy unbinder and gets himself on a BWV. so now he has 14" bonus on his spell range. He casts the Geminids and - even without using an arcane vassal or his own range increasing ability - he can now put them 32" far away from him, right between the enemy, not unbindable because too far away. Now he moves the spell. So the Slann can hit an enemy target 40" away. Not that I would complain, but... really? I see nothing that would prevent it right now. And I have checked: You can achieve 30" with quite a number of those spells it seems.
Wow, the engine of the gods summoning is: 20 skinks, 10 saurus, 3 rippers, or 3 terradons wholly within 12 and outside of 9 of enemy units. It doesn't cost any summoning points.