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Basic Rules.
Rules.
First, read the rules and the FAQ, have you read it?
Great! Lets clarify them a little more:
The wall last until the attack ends not only 1 hit, so
if anyone cast a Lightning bolt with his back on a
wall he can be fried with his own spell (if you cast a
wall of earth in front of him the spell bounce a lot
of times between the wall and the wall of earth).
2. Advanced concepts:
Unfortunately I dont have links or official
confirmation for all of the following, I get these
conclusions joining pieces of information but I
really think this is the way the game works:
Attack and Attack Cards: An attack (unless it is
stated) is only an instant action, when an attack
card target caster its a way to limit a powerful card
(for example disease, this card could be a neutral
card but then you could attack in the same turn
you use it) but unless it is stated the card effects
arent attacks.
3. Conflicting Rules.
1. The triggers:
Spell targeting something (Full shield, Antianti, Backlash, Null powder // Control Spell,
Devour Attack): These only can be cast when a
spell target "something". This makes its spells
situational. These are useless against mundane
actions. For example, Full Shield can be triggered
against fireball but not against Lightning Bolt,
Psychic Storm, a Punch or a spike from "Stone
Spikes". Anti-Anti can be used against "Absorb
spell" but not against "Pain link" (because Pain
Link doesnt target your spell, so Anti-Anti cannot
trigger).
2. Counterspells effects:
effects:
The basic effects are cancel, reduce and evade,
these mechanics are very well explained in the
rulebook. However there are others possibilities:
Schools of Magic:
Magic:
Metamagic: This school focuses magic in depth. It optimizes the uses of magical
energy and punishes whose doesnt know well the powers they manipulate.
Mastering it limits of magic can be overcome, weaving new and powerful spells. Its
magic energy are average but the correct use of this spells can easily multiplicate it.
Illusion: Stealthy as shadows and very skillful, It isnt known if its achievements are
for his spells or for its intensive training. This school focus on confuse and overwhelm
his enemies with their traps, illusions and tricks. Illusionists shine at versatility and
map control but arent the most aggressive spellcasters.
War: The masters of this school of magic arent library mice. These wizards rely in
their physical training and equipment, using magic to support and potentiate
themselves. Armors, weapons and strength booster are frequent in this school.
Unfortunately this physical focus weakens its magical energy.
Destruction: These wizards arent the most patient and understanding. In fact,
these concepts confuse and infuriate them! This school goes for the straightest way,
and if there isnt one it can be created destroying something. These wizards are
fearsome in duel; they only cast powerful spells until nothing is standing up.
General Rules:
Rules for Area of effect attack and its
interaction with the board: If something
explode in the square the borders lines arent
affected but if something that explode hit one
border line it explode, damaging all at this border
line and the square compartment. If an explosion
would extend to other square and there is any in the
border line that block the movement it is affected
but the other square isnt (but it doesnt block the
movement both are affected)
List of Cards:
Cards:
Cards
Cards Clarifications:
1. Metamagic:
10
11
2. Illusion:
Whirlwind: If you kill an enemy when it is
created you receive the VP (in that moment it is an
attack and can be countered as an attack), but not
later. When it moves if the direction is an object,
wizard or creature that blocks movement it doesnt
move, otherwise move it up to 2 squares (as long as
is possible up to 2). It can enter in a big man
square but must end its movement in it (it can
leave it if moves again)
12
3. War:
13
4. Destruction:
Telekinesis: You are adjacent to these squares
but not vice versa. You have to have LOS and the
movement cannot be blocked to considerer the
squares adjacent. You can open and hold open the
door if you are adjacent to it (2 squares while
maintaining the spell).
You are hitting the spell, not the caster, hence you
dont gain extra damage from magic stones or
maintained spells when casting Stone death or
Overcharge (but you can apply it if you target an
enemy wizard after collide).
14
15
16
Absorb Energy:
http://s1234.photobucket.com/albums/ff402/thededman/martus/?action=view¤t=Wizard_by_b
oscopenciller.jpg&newest=1
Art:
Guardian Glyph:
http://indafoto.hu/kincsesyfoto/image/1166607972ddd388
Combine Spell:
http://www.kamirah.deviantart.com/gallery/?q=w
izard#/d4ngn4q
Magical Form:
http://icesen.deviantart.com/art/Archon179317815
Old Grymoire:
http://scebiqu.deviantart.com/art/Wizard162141376
Knowledges Price:
http://smg.photobucket.com/albums/v700/Craig
09/?action=view¤t=Wizard_by_Stefana_Ts
erk.jpg&sort=ascending
Magic Feast:
http://s65.photobucket.com/albums/h216/Kanedl
arem/PNJ%20Zetsu/?action=view¤t=Let_
Go_by_Cyzra.jpg&src=wap
Reduce Energy:
http://isriana.deviantart.com/gallery/?offset=24#
/d4s6ywq
Elevation:
http://sapphiregamgee.deviantart.com/gallery/?q
=life+spell#/d34ruwl
Overcharge:
http://yoggurt.deviantart.com/art/old-sorcerer167759698
Impromptu Spell:
http://okha.deviantart.com/art/Magician87454624?
Whirlwind:
http://www.wizards.com/Magic/Magazine/Article.
aspx?x=mtg/daily/sf/212
Magic Flow:
http://fotki.yandex.ru/users/mashutka2595/view/
499319/?page=33
Illusory Wall:
http://www.wizards.com/magic/images/cardart/I
A/Illusionary_Wall.jpg
Seal Spell:
http://thebastardson.deviantart.com/gallery/?q=s
eal#/d313a5x
Black Ice:
http://www.wizards.com/mtg/images/daily/arcan
a/arcana243_ice1.jpg
Share Spell:
http://jkuo.deviantart.com/art/Sorceress276692497
Advance Targeting:
http://s209.photobucket.com/albums/bb207/Bass
ette/?action=view¤t=Tales_of_Magic___S
orceress_by_picster.jpg&newest=1
Illusory Doubles:
http://chasejc.deviantart.com/art/Cloak-andDagger-203669523
Stiletto:
http://s191.photobucket.com/albums/z111/eisom/
17
?action=view¤t=Ice_Fire_by_heise.jpg&ne
west=1
Water Armor:
http://zevenstorms.deviantart.com/art/Fire-vsWater-119005065
Blink:
http://www.wizards.com/magic/magazine/article.
aspx?x=mtg/daily/arcana/1005
Forcefield:
http://harrbomb.deviantart.com/art/Forcefield295189375
Stone Trap:
http://www.wizards.com/magic/magazine/article.
aspx?x=mtg/daily/arcana/300
Force Impact:
http://patrickbrown.deviantart.com/gallery/2885
0645#/d2ounf6
Confusion:
http://www.wizards.com/magic/magazine/article.
aspx?x=mtg/daily/arcana/130
Protective Shield:
http://rainemaster.deviantart.com/art/IMPA276404770
Sweet Feets:
http://www.wizards.com/magic/magazine/article.
aspx?x=mtgcom/arcana/1434
Potion of Life:
http://keleus.deviantart.com/art/Magic-Potion263608251
Fake Earthquake
http://www.wizards.com/magic/magazine/article.
aspx?x=mtgcom/arcana/1390
Heavy Armor:
http://gennady.deviantart.com/art/NecromanticWarlord-16669416
Corridor Trap:
http://media.wizards.com/images/magic/som/fac
tionwars/hotspots/lg/131609b.jpg
Thirsty Sword:
http://maxarkes.deviantart.com/art/NethreskaDragonhorn-42000193
Titan Strenght:
http://fetsch.deviantart.com/art/Tezzeret284751941
Quick Fingers:
http://anamated.deviantart.com/gallery/?offset=1
68#/d2rx1bp
Existential Division:
http://cyzra.deviantart.com/gallery/?offset=48#/
d228rzk
Chains:
http://www.deviantart.com/print/8229584/
Feline Reflexes:
http://shiramune.deviantart.com/art/BlessedDefense-First-WoW-TCG-277356692
Telekinesis: http://noot.deviantart.com/art/Nr-3Whirlwind-Lancer-41340306
Acrobatics:
http://shiramune.deviantart.com/art/DeathRogue-MOG-cover-art-cropped278386917?moodonly=24
Telequinesis:
http://johndowson.deviantart.com/art/Commissio
n-Steel-Flameblade-283630352
Enchant: http://gafgar.deviantart.com/art/FireSorceress-114589552
Vampiric Sword:
http://s764.photobucket.com/albums/xx283/blac
18
kbol/Deamons/?action=view¤t=0db71b576
3e5543d9ae41ff5c4fa17f5.jpg&mediafilter=images
Disruptive Blade:
http://lazarusreturns.deviantart.com/art/ShadePsi-Blade-Telepath-76139443
Life For Power:
http://tsabo6.deviantart.com/art/Word-of-power317086443
Spell Collide:
http://ekuneshiel.deviantart.com/art/PortfolioMage-s-Duel-291925607
Mana Burn:
http://jnetrocks.deviantart.com/gallery/?offset=2
4#/d3ev9bq
Overload:
http://belegilgalad.deviantart.com/art/Callingthe-Magic-154687128
Madden:
http://picasaweb.google.com/lh/photo/dQL4sD2a
_h2Xy99qpQjmNRd-3wpAjSC1enrYrYg6cwY
Double Barrel:
http://arsenal21.deviantart.com/gallery/?offset=4
8#/d2lacvz
X-Ray Vision:
http://tsabo6.deviantart.com/art/Dark-wizard305442832
Disintegrate:
http://cghub.com/images/view/231311/
Devour attack:
http://douglasdraco.deviantart.com/gallery/84472
61#/d2332zq
Ice Prison:
http://alexanderexorcist.deviantart.com/art/Hel190158448
Disrupt Reality:
http://fraxuur.deviantart.com/art/Intensity135942700
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Appendix: Forums
official extracts.
Here are some extract from forums, I recommend
you to go into links to see it in context.
In bold type is remarkable information, in bold
type and red is the most important information
which isnt neither in the rulebook nor in FAQ. In
gray are questions (only when it is important to
understand the reply)
20
http://boardgamegeek.com/thread/802967/gravit
y-text-wording
Official response from Mark O'Connor at FFG:
While the Gravity spell is being maintained,
the text "All wizards and creatures immediately
drop all carried items and treasures" remains in
effect. It doesn't just take effect once at the time
the Gravity spell is cast. So if a wizard plays a
new item (as in your example), he immediately
drops that item. During the duration of the
Gravity spell, items cannot be carried normally.
http://boardgamegeek.com/thread/770138/object
s-blocking-line-of-sight
What happens if a character is iIN a square with an object (ie.
Rosebush) that blocks line of sight? Can another character
target them since they are in the square (I know they couldn't
if they were in the square behind)?
Was this ruled correctly?:
In my last game two wizards stood side by side, with the Red
Wizard in Mist Form and on a Rosebush (which wasn't
currently hurting him due to Mist Form). Dispel was cast by
the Blue Wizard on the Mist Form wof the Red Wizard which
caused him to return to normal and thus take 3 damage from
the Rosebush. Drop Object was then cast by the Blue Wizard
on the Red Wizard which requires line of sight. I ruled it works
since the object (Rosebush) was not technically between the
two characters. I envision the Red Wizard as entangled in it
and easily targetted.
Is this correct?
http://boardgamegeek.com/thread/764110/questi
on-about-neutral-instants-such-as-pick-lock
http://boardgamegeek.com/thread/766050/howwiz-war-ruined-game-night-and-gamerslives/page/2
1. You can only use the Pick Lock on your own turn.
3. Counters.
21
http://boardgamegeek.com/thread/757371/counte
r-spells
http://boardgamegeek.com/thread/764181/absorb
-spell-question
http://boardgamegeek.com/thread/765202/negat
e-neutral
Does the Negate Neutral spell work againts neutral
spells that can be used as counters? (like Teleport,
Flood, and Pain Link for example...)
In other words, are these spells still considered
neutral when used as counters or are they then
"counterspell" that cannot be negated with negate
newtral?
Thanks.
The spell becomes a Counter if used as a Counter,
and a Negate Neutral would not work on
such a "dual" card (it's not MTG!) when used
as a counter.
http://boardgamegeek.com/thread/761083/canyou-counter-counter-spells
Counters can, indeed, counter counters. In
old Wiz-War, I once saw Fireball countered by Full
Reflection, countered by another Full Reflection,
countered by a normal Reflection (1/2 on each
player) countered by a Blunt (-2 damage). In the
current edition, one example would be the use of
Ward out-of-turn, followed by Shield during the
turn of the player who received Ward's damage.
Likewise, Shield could work to blunt damage done
to you on your own turn from Pain Link, as the
damage isn't being EVADED, but REDUCED. Or,
you could have this exchange:
FIREBALL, PAIN LINK, SHIELD, ABSORB
SPELL (on the Sheild), ANTI-ANTI
(stopping Absorb Spell).
So yes, you can cast Counters on your own turn
when needed.
http://boardgamegeek.com/thread/761514/feather
weight-question
"Back" means "further away from the attack than you were
previously", usually this will mean "reverse", but not always.
"Intersection" means "anywhere that gives you a choice of
paths".
In the example given, the wizard will not take damage, unless
he is in a dead end. He chooses which direction he will be
knocked down, and will turn any corners he chooses. Yes, this
means that with careful thought, the attack can actually help
him move around the dungeon and towards his goal, or even
win the game... 'aint Wiz-War grand?
In most situations therefore, a Featherweight wizard will take
no damage.
I'm unsure as to the booby trap question since I don't have
access to the card yet, but Featherweight is played as a counter
to an Attack, so I imagine that it couldn't be used in this way. I
could be very wrong though, depending on the card text.
22
3. Attacking
All the card says about limitations is that it
can't block against non-LOS attacks. It does
NOT state that it doesn't work against
adjacent physical attacks (which are, by
default, LOS).
http://boardgamegeek.com/thread/764095/questi
on-about-throwing-objects
Oh, yeah...addressing the first question, thrown
objects stop adjacent to the first barrier
they come to, assuming the object is
23
http://boardgamegeek.com/thread/773133/diseas
e-card
Got some questions on this card.
Case 1) On the turn you play this card, I understand that it
"uses up" your attack phase of your turn. However, if you then
move into a square where another wizard is, does the damage
done to the wizard count as an "attack" (for the sake of counter
spells - Like featherweight)? ()
Case 4) Also, is damage dealt to an opponent wizard when they
step into your square on their turn (if the spell lasts)?
4. Attitude
http://boardgamegeek.com/thread/766050/howwiz-war-ruined-game-night-and-gamerslives/page/2
First of all, no, you can't cast one wall on
top of another. I'm pretty sure that's
already in the rules.
Second, if it's a concern, I'd recommend
establishing house rules to prevent weird
stuff like this. Anyone who's been following the
"most damage in one turn" forum knows that you
can do over 200 points of damage in one turn with
the Mental Force + Wall of Fire + Rose Bush +
Tacks combo. Unlikely to occur, but it could. You
could prevent this from being very deadly merely
by stating (house rule) that Mental Force can only
move you in one direction.
I've also noted that with the right cards you can
Punch for 20 points of damage in a turn, or with
Adrenalin, 40 points. Also a very unlikely combo.
It's worth noting that conditions have to be "just
right" for the player to get nailed by the Wall of
Fire / Mental Force attack. Both cards have to be in
play, the player can't have any useable counters,
and he has to be standing fairly close to the Wall of
Fire. I think I would have been merciful to the
newbie, but that's probably just because I'd want
him to buy the game afterward.
Familiarity with the game (as with most) is
definitely an advantage. I wouldn't call it "broken"
24
http://boardgamegeek.com/thread/761483/menta
l-force-ing-someone-in-and-out-of-harm
Sudden death and Amplify aren't in the new
edition. Believe it or not, it was possible to do
25