last updated:
21.08.08 | 18:45 gmt
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written by:
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Magic Flux
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In this scenario, originally used in the
Dragon Slayers Bash 2002, the winds of magic are less than stable and blow wildly across the battlefield. Your wizards cannot count on their abilities as they would do normally!
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Andy Stevenson's fantastic Slann Mage found the magic phase a little more problematic than normal with this scenario...
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Magic Flux
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Each magic phase, one player must roll a D6. The following special rules then apply:
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D6 roll:
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Effect:
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1
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Weak
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On the roll of a 1 the winds of magic are becalmed. One player must roll a further D6 and both players subtract that many dice from their casting or dispel pools. If this leaves a player with no dice, so be it! Magic items or abilities that retain dice are not affected.
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2
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Blustery
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Normally calm, the winds blow erratically, allowing wizards to counter spells easily. All dispel attempts are at +1 for each dice used and misdispels are ignored.
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3-4
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Normal
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The winds of magic blow normally and there is no further effect this phase.
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5
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Upsurge
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There is a sudden upsurge in the winds of magic that favours the casting of spells. Wizards may use any number of dice for casting.
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6
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Strong
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On the roll of a 6 the winds of magic grow stronger. One player must roll a further D6 and both players add that many dice to their casting or dispel pools. However, the winds of magic may be to powerful for a wizard to control. If more than four dice are used to cast or dispel a single spell, a miscast or misdispel will occur on the roll of any double.
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Victory Points
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Victory points are awarded as normal for this scenario.
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