by Virg » Sunday July 2nd, 2023 4:10pm
I think strategically, there are multiple ways to use Tempest. When you can't attack, but may have Line of Sight on a hero the most probable case. Or maybe your Magus Guard is almost dead, so you decide to move them tactically to last longer, and need the players turn to be missed in order to accomplish that. Could cast tempest, than move away, and you'd have a full turn again, which you could than cast Ball of Flame, and move even further away.
You can't stack Tempest to last for multiple turns on a single Zargon turn. That's cheesing the game mechanic incorrectly. Tempest baseline can only make the player lose their next turn, so casting Tempest multiples on a hero, every application of the spell ends on the players next turn, and not their next next next turn. Otherwise the spell should have the ability to last longer than their next turn baseline.
If you want to cheese your Zargon turns, than properly cast it on Zargon's turns after the Tempest spell has finished and the player has missed their turn, and before the player's next turn. The player can still lose their turn for multiple turns this way, but it stays true to the spell, and provides a more fair encounter as the remaining hero's in the party can have a chance to free up their companion by trying to eliminate the threats before they're capable of Tempesting out the hero for the entire encounter if it lasts multiple turns.
Last edited by
Virg on Sunday July 2nd, 2023 5:26pm, edited 3 times in total.