OldBlood
strewart
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I used lore of light for the first time last night, and came up with a few awkward questions in terms of its effect, particularly the net spell. The spell is essentially every time the unit hexed tries to do something (move, charge, shoot, cast a spell) it must pass a strength test. If it fails, the action doesn't happen and the unit takes d6 s3 hits.
Firstly, movement. The hexed unit declares a charge, it fails its strength test thus the charge automatically doesn't happen. Is the unit then allowed to attempt to move in the remaining moves phase, or is the failed test covering all its movement?
Secondly, magic. The test happens for every spell I assume, but if it is failed what is the consequence? A few options:
-It counts as magic, so the first failed test means no more magic can be attempted from the wizard hexed.
-It counts as failing to cast a spell thus that wizard can no longer attempt to cast in that magic phase, and the dice to be used for that spell are lost.
-It counts as failing to cast a spell, the dice that were going to be used are lost, that particular spell cannot be attempted again.
-It does not count as failing to cast a spell since it wasn't even attempted, the dice are retained but that spell cannot be attempted to be cast (since the S test was failed)
-It doesn't even count as trying to cast the spell, so the wizard may attempt to cast it again and just takes the hits.
The last option seems stupid and not really likely at all. For the purpose of the game, we agreed that that particular spell could not be attempted again, but no dice were lost and the rest of the magic continued as normal. Any thoughts?
Firstly, movement. The hexed unit declares a charge, it fails its strength test thus the charge automatically doesn't happen. Is the unit then allowed to attempt to move in the remaining moves phase, or is the failed test covering all its movement?
Secondly, magic. The test happens for every spell I assume, but if it is failed what is the consequence? A few options:
-It counts as magic, so the first failed test means no more magic can be attempted from the wizard hexed.
-It counts as failing to cast a spell thus that wizard can no longer attempt to cast in that magic phase, and the dice to be used for that spell are lost.
-It counts as failing to cast a spell, the dice that were going to be used are lost, that particular spell cannot be attempted again.
-It does not count as failing to cast a spell since it wasn't even attempted, the dice are retained but that spell cannot be attempted to be cast (since the S test was failed)
-It doesn't even count as trying to cast the spell, so the wizard may attempt to cast it again and just takes the hits.
The last option seems stupid and not really likely at all. For the purpose of the game, we agreed that that particular spell could not be attempted again, but no dice were lost and the rest of the magic continued as normal. Any thoughts?