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Author Topic: Frostgrave - Rules  (Read 394018 times)

Offline thekelvingreen

  • Schoolboy
  • Posts: 5
Re: Frostgrave - Rules
« Reply #1620 on: February 06, 2018, 10:27:45 AM »
I have a couple of questions about Brew Potion:

1) Do you choose which potion you create (aside from Elixir of Life), or do you roll as if you'd found it in the city?
2) Can you sell potions created with this spell?

Offline jp1885

  • Scatterbrained Genius
  • Posts: 2110
  • "An enquiring mind is sufficient qualification"
    • My Frostgrave blog
Re: Frostgrave - Rules
« Reply #1621 on: February 06, 2018, 11:19:25 AM »
1) If you're just using the core rules, then you can choose. If you're using the replacement potions rule in the Frostgrave Portfolio, then you can still choose, but some spells you have to pay for the ingredients.

2) Yes.

Offline thekelvingreen

  • Schoolboy
  • Posts: 5
Re: Frostgrave - Rules
« Reply #1622 on: February 06, 2018, 12:05:27 PM »
Super, thanks!

Offline Karadek

  • Scientist
  • Posts: 296
    • Xenia Gamers Club
Re: Frostgrave - Rules
« Reply #1623 on: February 16, 2018, 03:08:46 PM »
1) If you're just using the core rules, then you can choose. If you're using the replacement potions rule in the Frostgrave Portfolio, then you can still choose, but some spells you have to pay for the ingredients.

2) Yes.

Well holy crap.  I've been rolling randomly this entire time. 

Offline randwulf

  • Assistant
  • Posts: 38
Re: Frostgrave - Rules
« Reply #1624 on: April 17, 2018, 05:48:29 AM »
Your second move is at half distance.

If you do something first and then move, is that move still at full distance? e.g. shoot an arrow then move 6"?

Cheers,
Kev
Justice for Sirius!

Offline Severon

  • Student
  • Posts: 12
Re: Frostgrave - Rules
« Reply #1625 on: April 17, 2018, 08:21:00 AM »
If you use both your actions to move, the second move is at half distance.
If you move only once, it is always up to your move stat. It doesn't matter if it is the first or second action during the models activation.

Offline Randell

  • Bookworm
  • Posts: 66
Re: Frostgrave - Rules
« Reply #1626 on: April 30, 2018, 11:07:20 PM »
So almost embarrassed to ask, but when Runes are triggered do they go?  I.e. Are they one shot weapons? I've always presumed so, but the wording that says they stay until cancelled by the caster caused doubts the other night.

Offline casual tea

  • Bookworm
  • Posts: 79
    • instagram.com/dlyanf
Re: Frostgrave - Rules
« Reply #1627 on: May 01, 2018, 09:29:41 AM »
I always assumed that the rune is like a magical land mine that expires after it is triggered, but now that you bring it up... The rules don't really specify where they go once triggered do they? I also must admit I have never taken explosive rune on my wizard.

Offline joe5mc

  • Moderator
  • Mastermind
  • Posts: 1095
    • The Renaissance Troll
Re: Frostgrave - Rules
« Reply #1628 on: May 01, 2018, 11:09:49 AM »
No need for embarrassment, since it is specified. Explosive Runes are one shot weapons and are removed when they explode.

Offline Randell

  • Bookworm
  • Posts: 66
Re: Frostgrave - Rules
« Reply #1629 on: May 02, 2018, 12:15:57 AM »
Thanks, we couldn't see where it was stated.  My opponent was being creative and transposed an enemy onto a rune, then wanted to keep him there by casting blinding light on him. I admired his planning but advised him I thought he was wrong about the rune staying active.

Offline garysan

  • Lurker
  • Posts: 2
Re: Frostgrave - Rules (Casting Leap on self)
« Reply #1630 on: May 08, 2018, 02:59:15 PM »
Hi,

Just needed to clarify whether Leap can be cast on self as most references to it suggest it being cast on a soldier or other 'friendly'.

Assuming it is acceptable to cast on self, could you move or pick up treasure etc as first action and then cast Leap on yourself as second - I appreciate what the rules say about 'No further action' but it isn't saying that the Leap has to be the *only* action...

Thoughts?
« Last Edit: May 10, 2018, 12:24:34 PM by garysan »

Offline Knabe

  • Bookworm
  • Posts: 63
Re: Frostgrave - Rules
« Reply #1631 on: May 08, 2018, 10:18:05 PM »
Yes, you can cast Leap on yourself.

One action has to be a move action.  Picking up treasure and casting are non-movement actions and cannot be performed by the same figure during a single activation.....unless you have Time Store previously cast.  But you can move first and then cast Leap on yourself.

Knabe

Offline garysan

  • Lurker
  • Posts: 2
Re: Frostgrave - Rules
« Reply #1632 on: May 10, 2018, 12:26:04 PM »
Yes, you can cast Leap on yourself.

One action has to be a move action.  Picking up treasure and casting are non-movement actions and cannot be performed by the same figure during a single activation.....unless you have Time Store previously cast.  But you can move first and then cast Leap on yourself.

Knabe

Excellent - thanks for clarifying. Hadn't realised I'd listed an illegal first/second action in my post regarding picking up treasure and then Leap - neither being an actual move.

Cheers, Gary.

Offline Darkson71

  • Mad Scientist
  • Posts: 665
  • Rolling 1s so you don't have to since '95
    • Home of the ARBBL
Re: Frostgrave - Rules
« Reply #1633 on: September 09, 2018, 08:07:04 AM »
Something that came up on a Facebook discussion - the Max pluses a wizard can gain from levels - is that overall or in addition to those they start with.

For example, a Wizard takes F+1 for their first 3 levels (different games).
Under "Improving a Stat": 'The wizard may improve one of the following stats by +1, up to the maximum shown in brackets: Fight (+5)'
The wizard is now at F+5, +2 for starting and +3 from levels.

The next time the Wizard levels up, can they take another +1 F?
Home of the ARBBL
"I survived the 525"

Offline giles the zog

  • Scientist
  • Posts: 400
    • The Lost City of Carcosa
Re: Frostgrave - Rules
« Reply #1634 on: September 09, 2018, 09:54:20 AM »

The next time the Wizard levels up, can they take another +1 F?

See p56.

You can increase a stat by +1 once after each game.

The maximum if Fight +5.

If you are already at the maximum you can't go further. So you can't create a wizard with a base stat of Fight +6.

You can equip a wizard with an enchanted weapon though.

Its much like after each game you can improve a known spell by +1 after a game, to a maximum of 5 casting value.
« Last Edit: September 09, 2018, 09:58:05 AM by giles the zog »
Wandering stars, for whom is reserved, the blackness, the darkness forever.

https://thelostcityofcarcosa.com

 

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