How are they dispelled, dispel or opponants power phase or both? Do you keep the intial casting value as what the dispel must beat in later turns? Thanks Josh
If I rember right, you oponent can try and dispell remains in play spell during his castin phase, he as the beat the lowest casting value of the spell. I think this was in the last BRB FAQ..?
As above, you can dispell the spell at casting, during the opponents casting phase using power dice(assuming your the one who cast it) and you only have to beat the lower casting value of the spell.
Enemy Spells; 1. At casting 2. In enemies following magic phase Your Spells; 1. You just choose to end it. (however im not sure about comet of cas-kabloooey-dra and others that have end affects) Lloyd
The comet is not a RiP spell so it cannot be dispelled except during the initial casting. You can also not chose to have it go away, it will go away when it lands Choose your marker location wisely.
Aye. You can dispel a RIP spell at the time it is cast (as with any spell), and must equal or beat the casters casting roll. You can then attempt to dispel a RIP spell in any subsequent magic phase, using your own dispel dice or power dice and must equal the base casting value of the spell (even if the upgraded version has been cast) The comet however is not a RIP spell. Once the comet's trajectory has been altered there's no stopping it from crashing down...
RIP spells can be dispelled immediately after casting but before any immediate effects are worked out using dice from the dispel pool requiring casting roll to be equalled or exceeded. If cast with ultimate force a dispel attempt cannot be attempted in this magic phase. In subsequent enemy magic phases RIP can be dispelled at any point in the phase using dice from the enemy's power pool requiring minimum casting value (minimum of weakest version even if cast as stronger version) to be equalled or exceeded. In subsequent caster's magic phases RIP can be dispelled at any point in the phase using dice from the enemy's dispel pool requiring minimum casting value (minimum of weakest version even if cast as stronger version) to be equalled or exceeded. Dispel attempts that roll double 6 dispel automatically regardless of the dice total.