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  #1  
Old June 9th, 2007, 09:20 PM

Micah Micah is offline
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Default Re: Wild Hunt & Ghost Ship Armada too weak?

No, the spell is cast first, then the attack happens. Low-level horror attacks also don't pose much of a threat to a prepared mage. Astral mages can cast returning, naure mages can spam a couple of swarms, death mages can skel-spam and follow up with drain life, fire, water, and air all have direct attack spells that will kill a horror as long as it gets stuck on bodyguards for a few rounds. Blood has leech and life for a life. Earth lacks anything stellar to deal with them, but that's a pretty small segment of the mage population.

Every so often you'll get unlucky, or something really big and nasty will show up, but there are plenty of ways around it.
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Old June 9th, 2007, 10:31 PM
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SelfishGene SelfishGene is offline
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Default Re: Wild Hunt & Ghost Ship Armada too weak?

If you forge an item, though, and the forging mage dies, the item dissapears.
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Old June 9th, 2007, 10:34 PM

Sir_Dr_D Sir_Dr_D is offline
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Default Re: Wild Hunt & Ghost Ship Armada too weak?

Being allowed infinite globals would be interesting. I would like that on the wish list.
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