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Gold Bearer wrote:We're going to need to clear up the rules for the chaos sorcerer spells though because they're very badly written;
Dominate: "The chaos sorcerer and defender both roll dice equal to their Mind points.
If the sorcerer scores two skulls or more, he may use the defender's combat piece for the duration of his turn."
Mind Blast: "The chaos sorcerer and defender both roll dice equal to their Mind points.
The player who scores the most skulls inflicts Mind point damage equal to the number of skulls he has in excess of his opponent's score."
Mind Lock: "The chaos sorcerer and defender both roll dice equal to their Mind points.
The defender will be frozen for one turn for each skull scored by the chaos sorcerer."![]()
The chaos sorcerer and defender both roll dice equal to their Mind points.
Dominate: If the Sorcerer rolls at least two skulls more than the target does then you can immediately take a turn using the target. The target has then used its turn so can't go again until the next round?
Mind Blast: That's fine.
Mind Lock: Target is frozen for one turn for each skull the sorcerer scores has in excess of the targets number of skulls. A frozen target is unable to perform any action, including defending.
Sotiris wrote:Gold Bearer wrote:Dominate: If the Sorcerer rolls at least two skulls more than the target does then you can immediately take a turn using the target. The target has then used its turn so can't go again until the next round?
Mind Blast: That's fine.
Mind Lock: Target is frozen for one turn for each skull the sorcerer scores has in excess of the targets number of skulls. A frozen target is unable to perform any action, including defending.
I have the same opinion, so let's keep it as you wrote it.
I know, those spells are overpowered BUT don't forget that every spell requires succesfull dice rolls and my addition that cannot be used against undead. I find it fair enough.
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