Smokey616 Posted October 22, 2011 Report Share Posted October 22, 2011 Aright guys! Quick question regarding rasputina; When she casts (0) Biting Chill, which automatically triggers again if not resisted, does biting chill just keep going indefinitely? Or at least until a df resist is passed? Seems strange for a (0) action. But then trigger happy can go until you run out of cards! Quote Link to comment Share on other sites More sharing options...
Smokey616 Posted October 22, 2011 Author Report Share Posted October 22, 2011 And can anyone clarify the wording on ice pillars? It says "this spell may only be cast once per CREW, per turn." does this mean if 2 opposing crews both have ice pillars then only one can cast it per turn? Or does it mean you can cast it once for your crew and once for the oppositions crew? (for cover and for movement hindrance respectively)? Cheers O Learned Ones Quote Link to comment Share on other sites More sharing options...
nerdelemental Posted October 22, 2011 Report Share Posted October 22, 2011 Aright guys! Quick question regarding rasputina; When she casts (0) Biting Chill, which automatically triggers again if not resisted, does biting chill just keep going indefinitely? Or at least until a df resist is passed? Seems strange for a (0) action. But then trigger happy can go until you run out of cards! Yes. You keep rolling the spell on the target until several possible stops: 1 - you fail to cast it. 2 - the target beats the TN to resist it 3 - the target is reduced to 1 Wd. The spell can't kill anything. Just freeze the hell out of it. It's strong, but the balance is in the difficulty to cast. And can anyone clarify the wording on ice pillars? It says "this spell may only be cast once per CREW, per turn." does this mean if 2 opposing crews both have ice pillars then only one can cast it per turn? Or does it mean you can cast it once for your crew and once for the oppositions crew? (for cover and for movement hindrance respectively)? Cheers O Learned Ones In a Rasputina mirror match, you get to cast your Ice Pillars once and your opponent can cast Ice Pillars once making the board quickly thick with ice. Sounds like an awesome time. Quote Link to comment Share on other sites More sharing options...
Smokey616 Posted October 22, 2011 Author Report Share Posted October 22, 2011 And the difficulty to cast all helps with the resist flip. This thing jus keeps on giving and it leaves stuff open to an exploding ice gamin Quote Link to comment Share on other sites More sharing options...
elixier Posted October 26, 2011 Report Share Posted October 26, 2011 Hello, I have a question myself about the Ice Pillar wording - Does "Once per crew, Per turn" mean there may only be one ice pillar in play at once? or can I have multiple pillars in play built up over a few turns? Thanks Quote Link to comment Share on other sites More sharing options...
cain Posted October 26, 2011 Report Share Posted October 26, 2011 can I have multiple pillars in play built up over a few turns? This. They stay in play until destroyed. Quote Link to comment Share on other sites More sharing options...
kratos Posted October 26, 2011 Report Share Posted October 26, 2011 (edited) You can have multiples out at any time, if they have built up, the once per crew is there so that raspy and a totem can't both cast it each turn, thus netting you four ice pillars a turn. Edited October 26, 2011 by kratos clarifications Quote Link to comment Share on other sites More sharing options...
elixier Posted October 26, 2011 Report Share Posted October 26, 2011 Alright thanks for the quick answers guys, thats how I had interpreted it but needed to be sure. Quote Link to comment Share on other sites More sharing options...
Adran Posted October 27, 2011 Report Share Posted October 27, 2011 I'm pretty sure Overpower on Bitting Chill will only stop if:- -you fail the cast -The resist is made -The spell fails to deal damage (either a damage prevention flip, or because it can't lower them to below 1 wound) Quote Link to comment Share on other sites More sharing options...
Calmdown Posted October 27, 2011 Report Share Posted October 27, 2011 I'm pretty sure Overpower on Bitting Chill will only stop if:- -you fail the cast -The resist is made -The spell fails to deal damage (either a damage prevention flip, or because it can't lower them to below 1 wound) Actually I don't believe that if they are on 1 Wd it does stop casting. You still deal damage, it just doesn't reduce them below 1 Wd. So you technically have to cast it again regardless. It's an incredibly silly area of the rules thanks to recent rulings that removed common sense from what constitutes 'doing damage', but that's what we have to deal with right now. Quote Link to comment Share on other sites More sharing options...
Vermin Lord Posted November 1, 2011 Report Share Posted November 1, 2011 I could be wrong, but can't triggers only be activated once per action (spell, attack, etc) and thus biting chill would only be able to be cast twice (assuming it triggers) per turn? Quote Link to comment Share on other sites More sharing options...
i_was_like_you Posted November 1, 2011 Report Share Posted November 1, 2011 I could be wrong, but can't triggers only be activated once per action (spell, attack, etc) and thus biting chill would only be able to be cast twice (assuming it triggers) per turn? Yes, and no. If a trigger asks for another duel to happen, that duel can, in turn, activate another trigger. Some specific ones state that they can keep going until something, like the conditions mentioned above, cause them to finally stop. Quote Link to comment Share on other sites More sharing options...
Calmdown Posted November 1, 2011 Report Share Posted November 1, 2011 Again just remember that Biting Chill's restriction doesn't stop you casting the spell, and doesn't stop you dealing Dg; it stops it doing Wd. Under the current (very bizzare, but authorative nontheless) rulings on Dg and Wd, this means that you have to keep casting Biting Chill until you fail to cast it, even if it does no Wd each time. Quote Link to comment Share on other sites More sharing options...
LoboStele Posted November 1, 2011 Report Share Posted November 1, 2011 No, triggers which say "after dealing damage" refer to the entire damage resolution process, and if you fail to inflict any Wds (either by Wd Prevention flip, or something like Biting Chill's restriction) than the trigger doesn't go off. Remember, it's the difference between 'damage' and 'Dg'. The word 'damage' refers to the entire process, including the application of Wds. I know, it's a bit confusing, and I don't particularly like it either, but that's how I remember it now, that 'damage' is different from 'Dg'. Quote Link to comment Share on other sites More sharing options...
Buhallin Posted November 1, 2011 Report Share Posted November 1, 2011 No, triggers which say "after dealing damage" refer to the entire damage resolution process, and if you fail to inflict any Wds (either by Wd Prevention flip, or something like Biting Chill's restriction) than the trigger doesn't go off. Remember, it's the difference between 'damage' and 'Dg'. The word 'damage' refers to the entire process, including the application of Wds. I know, it's a bit confusing, and I don't particularly like it either, but that's how I remember it now, that 'damage' is different from 'Dg'. I don't think this is correct. "After damage" happens after everything is inflicted, but is still only dependent on damage being dealt, not turned into wounds. Quote Link to comment Share on other sites More sharing options...
Fading Memory Posted November 1, 2011 Report Share Posted November 1, 2011 Here is the link to the recent ruling to Biting Chill http://wyrd-games.net/forum/showthread.php?t=26304&page=2 If she successfully does damage with the spell, Raspi MUST cast the spell again. Quote Link to comment Share on other sites More sharing options...
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