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Cloak of shadows problem

Discuss Quests, Cards, Monsters etc, from the Wizards of Morcar Quest Pack.

Re: Cloak of shadows problem

Postby Kurgan » Sunday January 26th, 2020 6:10pm

Thanks for posting, lestodante! It does raise an interesting variant possibility for play, but clearly they wanted to change it in later versions...
What does it look like on the backside, by the way? (Sorry if that sounded wrong)


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Re: Cloak of shadows problem

Postby lestodante » Sunday January 26th, 2020 6:40pm

I don't remember if the rear of the tile is all black or has the same picture of the front.


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Re: Cloak of shadows problem

Postby Kurgan » Sunday January 26th, 2020 8:29pm

I think I had it confused with the other purple "Cloud of Chaos" tile (with the hands) from Kellar's Keep (which is black on the back). No worries!


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Re: Cloak of shadows problem

Postby wallydubbs » Monday January 27th, 2020 7:17am

Since I don't have the actual Cloak of Shadows tile I tend to use the Cloud of Chaos tile from Keller's Keep as a somewhat adequate substitute.


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Re: Cloak of shadows problem

Postby Kurgan » Saturday August 8th, 2020 4:00pm

I've decided the Spell will be normal but a Champion will have the option to use the 1x1 tiles.


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Re: Cloak of shadows problem

Postby Jalapenotrellis » Friday January 28th, 2022 4:20am

I think the spell basically is area denial at choke points, forcing the fight to go elsewhere. It's a very good spell just for that. It otherwise has similar properties to Invisibility, albeit in a different spell school.
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Re: Cloak of shadows problem

Postby wallydubbs » Wednesday February 16th, 2022 11:44am

The spell is also introduced in Wizard's of Morcar, which allows mercenaries to fill up more spaces on the game board. I think a lot of people don't consider the implications of this and just focus on the defensive purposes of this spell. One could use it in a big boss battle: figures cannot cast spells while in the Cloak of Shadows. Having the excess mercenaries gives the heroes more options in terms of positioning. Depending how you move the heroes and mercenaries you can essentially "trap" and evil wizard in the Cloak of Shadows preventing him from casting any spells against the heroes. This could essentially turn the tide of battle.


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Re: Cloak of shadows problem

Postby Jalapenotrellis » Wednesday February 16th, 2022 3:49pm

That's a good tactical use. I didn't think of that. Saturate the board with minions to prevent movement like the Diablo 2 necromancer.
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Re: Cloak of shadows problem

Postby Jalapenotrellis » Monday March 14th, 2022 9:05pm

Reopening this topic. My group just played quest 2 with the Necromancer.

The interpretation that it blocks line of sight through the area makes most sense to apply consistently, but I worry it could create an unequal and inconsistent application of the rules. It just doesn't say anything about people outside the area, perhaps making it much more powerful than intended. RAW, it looks like you can cast through it and attack creatures on the other side of it and even cast spells into it, provided no creatures are within the area blocking the way, and line of sight rules affect that anyway, which makes that interpretation make less sense.

With Invisibility, one could say you have line of sight through the invisible person for spells and crossbow attacks. With this Cloak of darkness, you don't have line of sight even if no one is there.

I think I'm comfortable on the interpretation that "it blocks line of sight, which affects melee and ranged attacks that require sight and is a barrier for sight." I don't see anything wrong with casting spells on yourself within, but that definition breaks the rules as written most intensely. However, it creates consistency that it is merely a sight barrier for interacting with others, which is significant in a game where congestion affects everything.
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