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Counter Spell

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So waiting to cast multiply until the last possible movement is obviously an efficient use of magical energy in getting damage to the target.  However it does have a drawback – the defending mage only needs to counter 1 level 5 fireball.  If the attacking mage had cast multiply earlier in the spell (e.g. at the beginning) then the defending mage would need to counter two fireballs.

Two possible ways of handling this – built into the magic rules:

  1. Hardcoded into the rules – number of elements needed to be countered is the number that exists at the end of the last move but one (so before multiply).
  2.  Some sort of timing check, where if the defending mage check beats the attacking mage can choose where most advantageous for him to counter and if he looses the attacking mage gets to choose the worst place.

Let’s assume for now that he only has to counter 1 fireball.  He’s 18 away from the point where the fireball split.

The defending player has a level 2 mage as well.

  1. So we are going to create a water ball (1 energy token on Create)
  2. We are then going to move it 18 inches (so 3 engine tokens on Move)
  3. If we did nothing else at this point then the attacker is adding 5 (5 (Level)) to his dice role for his spell to be successful.  The countering play is only adding 3 to their dice roll (1 (Level) + 2 (Type advantage)).
  4. That’s too poor of a counter.  So we are going to increase the size of the water ball to Level 6 (by placing 5 energy tokens on the board).  So the countering player is now adding 8 to their dice roll.
  5. But our counter spell has now cost 9 energy tokens.

So the defending mage has only got 11 left.

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