Determining power dice

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Striker

Zombie
Jan 22, 2012
9
Zombies
6
hey

I've been trying to clear this up for a while now...

1. When rolling for Winds of Magic is it 2 dice for your entire army then you get those many power dice. e.g. you roll a 3 and a 5, so you have 8 power dice? Or 2 dice per wizard?

2. Is chanelling simply rolling a dice for each wizard and if you roll a 6 it gives you an extra power dice?

3. How do you dispel spells which remain in play, as in, dispelling them in subsquent turns.


thanks for the help
 
2d6 with result 3&5 ends with you having 8 Power Dice, and your opponent having 5 Dispel Dice.

For each wizard, not fleeing or otherwise out of action, you and your opponent both can roll a d6 per (Respective wizards, not for yours and his/hers xP) and each result of 6 adds one Dispel or Power die to your pool (Max 12).

As for #3, Dispelling remains in play spells works like this:
You may dispel any remains in play spell in subsequent magic phases as normal, with the target being the base casting value for the spell (As appose to the result the Wizard rolled to cast it). If it is your magic phase, and you wish to dispel a remains in play spell you just use your Power Dice as dispel dice, and just to make sure, opponents do not get a chance to 'Counter' your dispel just because it's your phase. Spells that specify you can't dispel them (Like the Comet of Cassandra) or spells that state a specific duration but are not 'Remains in play' spells (Mostly Augments or Hexes that last till your next magic phase) can not be dispelled.

Uh, Hopefully that is helpful (And not wrong) :ghost:
 

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